Modifiers are used for all attribute rolls and as a modifier for skill rolls.
| attribute | Modifier | ST kg | Note |
|---|---|---|---|
| 0 | 0 | “-“instead means total lack of that. Immune to some rolls, but autofail all others. | |
| Average human most ability scores | |||
| Average human best ability score and Constitution | |||
ST KG is the number of kilograms you can carry as maximum load. Carrying less than 1/3 is being at light load, carrying 1/3 to less than 2/3 this is medium load and 2/3 to maximum is heavy load.
Each ability describes a distinct aspect of your character and affects different capabilities and actions.
Strength measures muscle and physical power. A character with a Strength score of 0 is unconscious. Your character’s Strength modifier is factored into the following:
Dexterity measures agility, balance, and reflexes. A character with a Dexterity score of 0 is unconscious. Your character’s Dexterity modifier is factored into the following:
Constitution represents your character’s health. A living creature whose Constitution score reaches 0 dies. Your character’s Constitution modifier is factored into the following:
Intelligence represents how well your character learns and reasons, and is often associated with knowledge and education. Animals have Intelligence scores of 1 or 2, and any creature capable of understanding a language has a score of at least 3. A character with an Intelligence score of 0 is unconscious. Your character’s Intelligence modifier is factored into the following:
Wisdom describes a character’s common sense, intuition, and willpower. A character with a Wisdom score of 0 is unconscious. Your character’s Wisdom modifier is factored into the following:
Charisma measures a character’s personality, personal magnetism, ability to lead, and appearance. A character with a Charisma score of 0 is unconscious. Your character’s Charisma modifier is factored into the following:
the envoy’s extraordinary abilities.