Ability Scores (PSR Supplement)
Common Hazards
|
Score | Modifier |
---|---|
1 | -5 |
2 or 3 | -4 |
4 or 5 | -3 |
6 or 7 | -2 |
8 or 9 | -1 |
10 or 11 | +0 |
12 or 13 | +1 |
14 or 15 | +2 |
16 or 17 | +3 |
18 or 19 | +4 |
20 or 21 | +5 |
22 or 23 | +6 |
24 or 25 | +7 |
26 or 27 | +8 |
28 or 29 | +9 |
30 | +10 |
Each creature has six numbers, called ability scores, providing a quick description of their physical and mental abilities.
- Strength, measuring physical power
- Dexterity, gauging agility and coordination
- Constitution, for endurance and stamina
- Knowledge, for memorization and reasoning
- Perception, measuring senses and instincts
- Charisma, gauging confidence and courage
Every task you might attempt is covered by one of these six abilities.
Each of a creature’s abilities has a score: a number that defines the power of that ability. An ability score is not merely a measure of innate capabilities, but also encompasses training and competence in activities related to that ability.
A score of 10 or 11 is the normal average for a person, but protags and many monsters can be a cut above. A score of 18 is the highest that a person usually reaches. Your protag can have scores as high as 20, and extraordinary creatures can have scores as high as 30.
Ability Modifier
Each ability has an ability modifier, derived from the score and ranging from -5 to +10. The adjacent table notes the ability modifiers for the range of possible ability scores, from 1 to 30.
Because ability modifiers affect almost every d20 roll, ability modifiers come up in play more often than their associated scores.