Ability Scores
Once a player character's six ability scores have been established, it's time to introduce the Player's Option concept of
sub-abilities. Each standard ability score - Strength, Dexterity, Constitution, Wisdom, Intelligence, and Charisma - is divided into two sub-abilities. These are more specific definitions of what makes up a character. For example, a character's Strength score is divided into the sub-abilities of Stamina, which reflects being able to physically exert oneself over a period of time, and Muscle, which measures the raw power needed to force open locked doors or overturn banquet tables.
To determine a character's sub-abilities, simply double the score of the parent ability and divide that total between the sub-abilities. The scores for the two sub-abilities must be within four points of each other. Only whole numbers are allowed, no sub-ability score can be lower than 3, and with the exception of strength - no sub-ability score can be higher than 18. Racial modifiers to ability scores are also exceptions to this rule.
+ StrengthThe sub-abilities derived from a character's Strength score are Stamina and Muscle, and these are the only sub-abilities that can have scores higher than 18 - provided the character is a fighter. Such characters can have exceptional sub-ability scores, just as they can have exceptional Strength scores.
- StaminaThe stamina sub-ability score determines muscle efficiency. A character with a Stamina score higher than his Muscle score may not have masses of huge muscles, but the muscles he has will be rock hard. Characters like these may surprise others - not because they can lift four hay bales at once, but because they can lift one or two at a time for 10 hours straight.
Contributes to: Weight Allowance. Sprinting. Resisting Fatigue.
Related skills/proficiency examples: Blacksmithing, swimming, carpentry, stonemasrony.
When rolled: This sub-ability is used to ascertain a character's physical exertion over a period of time. Sample opportunities to call for Stamina checks include a character holding a heavy weight or propping up a collapsing ceiling. When a charterer is in pursuit of an NPC or monster that has the same movement rate, the Stamina check determines who will tire first. Other checks could involve long-term physical exertion such as swimming vast distances, defending the castle walls from attackers over the course of hours or days, or staying awake long enough to memorize spells for the next day after a long day of adventuring.
- MuscleThe Muscle sub-ability measures the sheer power a character can exert at a moment's notice. A character with a Muscle score higher than his Stamina score will look quite strong. Males will have buldging biceps, broad chests, and wide shoulders. While females don't generate the muscle mass of males, they will have well-defined, strongly toned forms.
Contributes to: Attack adjustment. Damage Adjustment. Maximum Press (weight lifted over head). Open doors (forcing open stuck/locked doors). Bend bars/lift gates.
Related skills/proficiency examples: Jumping.
When rolled: Times to call for Muscle checks include when characters try to pick up heavy objects, leap chasms, arm wrestle, and display feats of strength.
+ DexterityThis ability score is divided into the sub-abilities of Aim, which represents hand-eye coordination and manual acuity, and Balance, which denotes reflexes and overall agility.
- AimA character with a high Aim score might be an expert marksman or a slight-of-hand artist.
Contributes to: Missle Adjustment. Pick pockets. Open locks.
Related skills/proficiency examples: Juggling, cobbling, pottery, rope use, seamstress/tailor, musical instrument, forgery, and gemcutting.
When Rolled: Potential times to use Aim checks include when characters enter games of skill such as darts; when they try sleight-of-hand maneuvers; and when they try to catch things thrown at them such as balls, coins, or books.
- BalanceA character possessing a high Balance score may be an acrobat or a tightrope walker.
Contributes to: Reaction adjustment (when a character is surprised). Defensive adjustment (reflex saves). Move silently. Climb walls.
Related skills/proficiency examples: Tumbling, dancing, seamanship, tightrope walking, charioteering.
When rolled: Balance checks can be called for when a character walks along a narrow ledge to reach a window, when he flees across a rope bridge, while trying to avoid attackers' missile weapons, and when he catches a hand-hold after an enemy damages that rope bridge and causes it to collapse.
+ ConstitutionConstitution is divided into the sub-abilities of Health, which is a measurement of a character's ability to resist diseases and other hardships, and Fitness, which indicates overall physical condition and the character's ability to endure punishment.
- HealthA character with a high Health score would seldom get sick and be little affected by allgeries and other ailments.
Contributes to: System Shock (surviving severe shock like petrification, magical aging, etc). Poison saves.
Related skills/proficiency examples: Running.
When rolled: Health checks can be used to determine a character's resistance to a disease, and to find out if a character catches the flue going around the kingdom. They also determine a character's resistance to intoxicants, drugs, or poisons.
- FitnessA character with a high Fitness score has great endurance and can suffer more damage than other characters while continuing to function.
Contributes to: Hit point adjustment. Resurrection chance.
Related skills/proficiency examples: Endurance.
When rolled: Fitness checks can be used to gauge an adventurer's resistance to longer-term hardships such as forced marches, food or water deprivation, and non-lethal torture.
+ IntelligenceThis becomes the sub-abilities of Reason, which measures a character's capacity for learning and deduction, and Knowledge, which shows a general level of education, experience, and the ability to remember information.
- Reason This ability defines how well a character handles new information. A character with a high Reason score would be good at solving riddles and puzzles, and would be talented at using deductive, logical thinking.
Contributes to: Spell Level. Max # of spells. Spell immunity (resistance to illusions).
Related skills/proficiency examples: engineering, navigation, armorer, weaponsmithing, spellcraft, and astrology.
When rolled: Good times to call for Reason checks include when a character is searching for clues at the scene of a crime, when someone is trying to learn new information, or when a character is attempting to read a code or decipher a cryptic message.
- KnowledgeThis score is a measurement of the character's educational experiences - whether in a school or on the streets. His grasp of languages and his memory capacity. A charterer with a high Knowledge score can speak many languages, knows something about several subjects, and can remember the slightest detail of a past event.
Contributes to: Bonus # proficiencies. % to learn new spells (how easily they learn new spells).
Related skills/proficiency examples: ancient and local history, languages, reading/writing.
When rolled: Knowledge checks can be used when characters try to understand a strange language or recall bits of information they have seemingly forgotten.
+ WisdomWisdom is divided into the sub-abilities of Intuition - which determines the character's awareness of his surroundings, grasp of a situation, and understanding of other people, and Willpower - which measures the character's strength of will and commitment.
- IntuitionA character with a high intuition score likely would be very perceptive and good at making educated guesses, and would be difficult to fool or lie to effectively.
Contributes to: Bonus spells. % Spell failure.
Related skills/proficiency examples: Tracking, artistic ability, healing, direction sense, weather sense, religion, and hunting.
When rolled: These checks are called for when adventurers think they are being followed, that their NPC friend is acting strangely, or when someone attempts to con them.
- WillpowerThis score gauges a character's strength of will, ability to resist magical forces, and sense of commitment to a cause. A character with a high Willpower would be difficult to harm with mind-affecting magic spells, could be quite stubborn, and would resist interrogation.
Contributes to: Magic defense adjustment. Spell immunity (resiting mind effecting spells).
Related skills/proficiency examples: Animal handling, animal training, riding. Sense motive.
Rolled when: Willpower checks are needed when a character's force of will is challenged, such as when he is offered a bribe, is interrogated, or is blackmailed. Other possibilities include when a character tries to persuade an NPC about an important issue or point, or when a character is tortured to surrender valuable information.
+ CharismaCharisma is split into the sub-abilities of Leadership, which measures forcefulness of personality and how willing others are to follow the character's lead, and Appearance, which gauges physical attractiveness, presence, and poise.
- LeadershipA character with a high Leadership often may be a group's leader, or at least its spokesman. Generals and those who can calm or incite a mob with a few words all have good Leadership scores.
Contributes to: Loyalty base. Max # of henchmen.
Related skills/proficiency examples: Gaming and etiquette.
When rolled: Situations calling for Leadership checks include when an adventurer leads NPCs into battle, when one adventurer asks a favor of another, or when a character attempts to instill a belief or attitude into a crowd or mob.
- AppearanceThis determines the physical presence and attractiveness of the character. A character with a high Appearance score would be handsome or beautiful, perhaps even famous for outstanding looks (such as Helen of Troy).
Contributes to: Reaction adjustment.
Related skills/proficiency examples: Singing, dancing, disguise.
Rolled when: Appearance checks can be used in social circumstances where the involved character has no established reputation. Or the checks might determine if an NPC becomes romantically interested in the character.