Using Ability Scores
Six abilities provide a quick description of every ship's, physical and electronic characteristics:
- Strength, measuring reactor output
- Dexterity, measuring maneuverability
- Constitution, measuring durability
- Intelligence, measuring processing and data storage
- Wisdom, measuring targeting, sensors, and awareness
- Charisma, measuring presence and electronic communications power and ability
Is a ship tough, and her crew well-trained? Fast and frightening? Nimble and notorious? Ability scores de-fine these traits—a ship's strengths and weaknesses.
The three main rolls of the game-the ability check, the saving throw, and the attack roll-rely on the six ability scores. The book's introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number.
This chapter focuses on how to use ability checks and saving throws, covering the fundamental activities that creatures attempt in the game. Rules for attack rolls appear in chapter 9.