SPACER

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Ver. 1.3.1

Step 2

Ability Scores

Next, you will determine your character's starting ability scores. These six values describe your character's physical and mental abilities at a broad level. Ability Scores range from 1 to 30 for player characters.

Table: Ability Scores

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Value Description
0 Dying - See Ability Score Damage
1-3 Extremely Weak or Injured
4-6 Weak
7-9 Below Average
10 Average for a non-adventurer
11-14 Above Average
15-19 Strong
20-24 Exceptional
25-29 Superhuman
30 God-like

Ability Score Selection Methods

Standard - Point Buy

Always use this method unless the GM has instructed you to use one of the others.

Choose scores from 6 to 15 for each of your six ability scores by "buying" them in the table below. The total number of points you have to spend is based on your age in the previous step. You can buy the same score multiple times as long as you have the points for it.

TIPS:

Table: Ability Score Point Buy

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Ability ScoreModifierPoint Cost
15+311 pts
14+29 pts
13+28 pts
12+16 pts
1105 pts
1004 pts
9-13 pts
8-22 pts
7-21 pts
6-30 pts

Freeform

Choose a value between 4 and 18 for each ability score. The sum of your ability scores can't be higher than 60.

Roll and Choose

Roll 4d4 seven times and write down the results. Assign the six highest results to your ability scores however you see fit, and drop the seventh (lowest) result.

Roll In Order

Roll 3d6 six times. Assign the results to your ability scores in the order you roll them: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.

Ability Score Modifiers

After choosing your ability scores, write their modifiers in the boxes next to each value.

Table: Ability Score Modifiers

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Ability Score 1-4 5-6 7-8 9 10-11 12 13-14 15-16 17-18 19-20 21-23 24-26 27-29 30
Modifier -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 +7 +8 +9

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