The Ability Scores
Each player creates his or her own character. The players have a degree of choice over some aspects of their character, but basic details are determined by rolling dice. These details make the characters different from each other, so that some are faster, others are stronger, tougher, more intelligent, and so on. All creatures are described with the same characteristics, which will allow comparisons to be made later on. Each characteristic defines some aspect of the character – and, taken together, the characteristics will help to decide what they are good at and what they are not so good at.
Strength (Str): How powerful the creature is and how much damage it can cause in combat. It measures a character’s muscle, endurance, and stamina.
Dexterity (Dex): The character’s ability to perform complex, intricate or delicate manual tasks. It encompasses hand-eye coordination and reflexes as well.
Agility (Ag) Physical prowess. Agility is the ability to move and change direction and position of the body quickly and effectively while under control. It requires quick reflexes, coordination, balance, speed, and correct response to the changing situation.
Appearance (App): This 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).
Intelligence (Int): A character’s ability to think and understand, or their IQ. It represents their memory, reasoning, and learning ability. Intelligence dictates how many languages a character can learn.
A wizard gains bonus spells based on her Intelligence score. The minimum Intelligence score needed to cast a wizard spell is 10 + the spell’s level.
Wisdom (Wis): Describes a composite of the character’s enlightenment, judgment, guile, common sense and intuition. It can also affect the character’s resistance to magical attacks.
Clerics, druids, paladins, and rangers get bonus spells based on their Wisdom scores. The minimum Wisdom score needed to cast a cleric, druid, paladin, or ranger spell is 10 + the spell’s level.
Constitution (Con): A character’s physical health, including physique, fitness, and physical resistance to hardship, injury, and disease. It also is the limit of how many times a character can be resurrected in total.
If a character’s Constitution score changes enough to alter his or her Constitution modifier, the character’s hit points also increase or decrease accordingly.
Presence (Pre): A character’s persuasiveness and personal magnetism. It is NOT a reflection of physical attractiveness.
Volition (Vol): A creature’s ability to remain calm, collected, even sane, under severe psychological stress. Some of the creatures that inhabit the world are truly frightening, and may be confronted safely only by characters with a high volition.
Will Power (WP): A measure of mental and magical resistance and general magical awareness. It reflects a creature’s ability to shrug off the effects of magic, charms and mental influence. Magic-using characters will benefit from a high will power, especially if they are to confront some of the hellish creatures of other worlds, which may attempt to infiltrate their minds and distort their personalities. Will power is expressed as a percentage of 01-100%.
Weapon Skill (WS): A character’s ability to fight in hand-to-hand combat, reflecting natural aggression, disposition and training. It is expressed in a percentage of 01-100%. The higher the WS, the easier it is to strike a blow in hand-to-hand combat, or parry an opponent’s blow.
Ballistic Skill (BS): A character’s ability to use missile weapons (such as a bow or javelin), throw an object (throwing axe or dagger), or in the case of some creatures, spit venom. Like WS, this is expressed in a percentage of 01-100%, and the higher the BS, the easier it is to hit a target.
Perception (Per): the character’s ability to notice the things that are out of place or unusual.
Initiative (Init): This reflects a character’s speed of thought, whether she is quick-witted or sluggish. In close combat, it determines who acts first. This is expressed as a percentage of 01-100%.
Manipulation (Man): is how well the character uses his/her hands
Stealth (Stl): is the characters 'sneaky' stat. hiding in shadows, blend in with a crowd, and peak around a corner without being noticed.
Number of Attacks is just that. The base number of attacks a character gets per combat round.
Magic Points notes the characters starting magic ability. All characters have this ability, but only an arcanist is trained in its use.Initial Number of Skills, This indicates the number of skills the character has had time to specialize or get training in.
Note: We have gathered our information from several different sources and absolutely no copyright infringement is intended.
So, how do we figure out what your scores are?
Ok, so... For Strength, Dexterity, Agility, Intelligence, Wisdom, Constitution, Appearance, Volition and Presence you will roll 4d6, re-rolling 1s and 2s, then add together the highest 3 dice.
For the remainder of the scores, see the charts.