STC Lunch Game
A character sheet holds a lot of statistics, powers, and modifiers. The most common bonus to any roll a character makes comes from one of his six ability scores. Physical ability is divided between Strength, Constitution, and Dexterity. Mental ability is divided between Intelligence, Wisdom, and Charisma.
This is the raw elbow grease behind hitting, lifting, and climbing things. It is associated with a combat of Attack Powers that all characters have: Basic Melee Attack, Grab, Bull and Rush. It is also linked to the Athletics skill for trained uses of strength like jumping and climbing. A character’s Fortitude Defense receives the better bonus from either his Strength or Constitution score.
This is the physical capacity of a body to endure punishment. A higher constitution means a character has more hit points and healing surges. It is also linked with the Endurance skill to help characters resist exposure to the elements, recover from diseases, or just hold his breath while being dragged under water by a giant squid. A character’s Fortitude Defense receives the better bonus from either his Strength or Constitution score.
This summarizes a character’s speed, flexibility, and coordination. In combat a dexterous character is a harder target to hit and a steadier hand with missile and throw weapons. Several physical skills are linked to dexterity: Acrobatics, Stealth, and Thievery. A character’s Reflex Defense receives the better bonus from his Dexterity or Intelligence score, and to his Armor Class unless he’s wearing Heavy Armor.
This statistic describes the speed of a character’s wit, his mental recall, and his capacity for study. Knowledge in the fields of Arcana, History, and Religion are all skills linked to Intelligence. A character’s Reflex Defense receives the better bonus from his Dexterity or Intelligence score, and to his Armor Class unless he’s wearing Heavy Armor.
Awareness, instinct, and discipline in a character are linked to the Wisdom score. Linked to the understanding of physical environments, behaviors, and forms Wisdom modifies the Dungeoneering, Heal, Insight, Nature, and Perception skills. The better bonus from a character’s Wisdom or Charisma score is added to his Will Defense.
Charisma measures how suited a character is for imposing his will onto others. It governs skills of persuasion like Bluff, Diplomacy, Intimidate, and Streetwise. The better bonus from a character’s Wisdom or Charisma score is added to his Will Defense.
Ability Scores Modifiers
An ability score of 10 or 11 is the Human Average and conveys no bonus or penalty.
A score of 8 or 9 gives a -1 penalty. Lowing a score to 6 or 7 causes a -2 penalty, and so on down to a -5 penalty at a score of 1. A score of 0 generally indicates some form of incapacitation or death.
A score of 12-13 provides a +1 modifier. 14-15 provides +2, and so on upwards.
Each player may choose one of the following arrays of Ability Scores and assign them to his or her character’s abilities in whatever order is most advantageous.
Standard: 16, 14, 13, 12, 11, 10
Broad: 16, 14, 14, 13, 10, 8
Two-Spec: 16, 16, 12, 10, 10, 10
These stats are assigned prior to applying any racial ability score modifiers.
For example, Garth is a Half-Orc of the Slayer Class. He uses his Strength Modifier as a bonus to hit and to damage from his attacks. His class also uses his Dexterity Modifier as an extra bonus to Damage, and some of his special abilities use Dexterity for extra effects. Garth’s player takes the Double-Spec Array and assigns a 16 score to Strength and a 16 score to Dexterity, maximizing his chances to hit and the damage he deals – a primary concern for a Striker like Garth! He assigns the 12 to Garth’s Constitution since he’ll be in the thick of fighting. He assigns the three 10s to Intelligence, Wisdom, and Charisma. Then he applies the Racial Bonus to Dexterity and Strength for being a Half-Orc. So Garth’s character sheet winds up with theses stats: