Abilities

    Your character has six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each of your character's above-average abilities gives you a benefit on certain die rolls, and each of below-average ability gives you a disadvantage on other die rolls. You roll your scores randomly, assign them to the abilities you like, raise and lower them according to your character's species, and the raise them as your character advances in experience.

Your Ability Scores
    To create an ability score for your character, roll four six-sided dice (4D6). Ignore the lowest die and total the three highest dice.
    This roll gives you a number between 3 (horrible) and 18 (tremendous). The average ability score for the typical galactic citizen is 10 or 11, but your character is not typical. The most common ability scores for player characters (heroes) are 12 and 13. (The average hero is above average.)
    Make this roll six times, recording the result each time on a piece of paper. Once you have all six scores, assign each score to one of your six abilities. At this step, you need to know what kind of person your character is going to be, including his/her species and class, in order to know where best to place your character's ability scores. Remember that choosing a species other than Human causes some of these ability scores to change.

Ability Modifiers
    Each ability. after changes made because of species, has a -5 to +5 modifier. Table 1-1: Ability Modifiers shows the modifier for each ability, based on its score.
    The modifier is the number you add to the die roll when your character tries to do something related to that ability. For example, you add your Strength modifier to your roll when trying to hit someone with a vibroblade. You also apply the modifier to some numbers that aren't ie rolls; for example, your Dexterity modifier applies to your Defense. A positive modifier is called a bonus, and a negative modifier is called a penalty.

Rerolling
    If your scores are too low, you may scrap them and reroll all six scores. Your scores are considered too low if the total of your modifiers (before changes according to species) is 0 or lower, or if your highest score is 13 or lower.

The Ability Descriptions
    Each ability partially describes your character and affects some of your character's actions.

Strength (Str)
    Strength measures your character's muscle and physical power. The ability is especially important for soldiers because it helps them prevail in physical combat.
    You apply your character's Strength modifier to:

  • Melee attack rolls
  • Damage rolls for melee and thrown weapons. (Exception: Grenades don't have their damage modified by Strength.) Climb, Jump, and Swim checks, and other skill checks using Strength as the key ability.
  • Strength checks (for breaking down doors and the like).

    Dexterity (Dex)
        Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability is the most important ability for scoundrels, but its also high on the list for characters who want to be good shots with ranged weapons (such as blaster pistols) or who want to handle the controls of a starship or speeder fairly well.
        You apply your character's Dexterity modifier to:

  • Ranged attack rolls, such as with blasters.
  • Defense, provided the character can react to the attack.
  • Reflex saving throws, for avoiding grenades and similar attacks.
  • Move Silently, Hide, and Pilot checks, and other skill checks using Dexterity as the key ability.

    Constitution (Con)
        Constittion repreents your character's ealth and stamina. Contitution equals a hero's wound points, so it's important for everyone, but most important for soldiersand Jedi gaurdians.
        You apply your character's Constitution modifier to:

  • Each die roll for gaining additional vitality points (though a penalty can never reduce a vitality point roll below 1 - that is, a character with vitality points always gains at least 1 vitality point each time he or she gains a level).
  • Fortitude saving throws, for resisting poison and similar threats.
  • Most Control-based Force skill checks
        If a character's Constitution changes, his or her wound points should also increase or decrease accordingly.

    Intelligence (Int)
        Intelligence determines how well your character learns and reasons. Intelligence is important for scouts, nobles, and any character who wants to have a wide assortment of skills.
        You apply your character's Intelligence modifier to:

  • The number of languages your character knows at the start of the game.
  • The number of skill points gained each level. (But your character always gets at least 1 skill point per level.)
  • Search and Knowledge checks, and other skill checks with Intelligence as the key ability.
  • Most Alter-based Force skill checks.

    Wisdom (Wis)
        Wisdom describes a character's willpower, common sense, perception, and intuition. Compared to Intelligence, Wisdom is more related to being in tune with and aware of one's surroundings, while Intelligence represents one's ability to analyze information. An "absent-minded professor" has a low Wisdom score and a high Intelligence score. A simpleton with a low Intelligence might nevertheless have great insight (high Wisdom). Wisdom is the most important ability for Force-users who rely on Sense skills, and it is also important for scouts. If you want your character to have keen senses, put a high score in Wisdom.
        You apply your character's Wisdom modifier to:

  • Will saving throws (for negating certain Force attacks).
  • Listen, Spot, Sense Motive, and reat Ingury checks. and other skill checks using Wisdom as the key ability.
  • Most Sense-based Force skill checks.

    Charisma (Cha)
        Charisma measures a character's force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. It represents actual strength of personality, not merely how others perceive you in a social setting. Charisma is most important for nobles.
        You apply your character's Charisma modifier to:

  • Bluff, Diplomacy, and Disguise checks, as well as other skills using Charisma as the key ability, and checks representing attempts to influence others.


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