3. Determine Ability Scores
Much of what your faction does—and how it directly affects its members—depend on its six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability has a score, which is a number you record on your faction sheet. The six abilities and their use in the game are described in the Using Ability Scores chapter.
You generate your faction's six ability scores using a standard array: 16, 14, 14, 12, 10, 8. You then take these six numbers and write each number beside one of your faction's abilities to assign score to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
After assigning your ability scores, determine your faction's ability modifiers using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.
Building the Mandalorians, Step 3
Mandalorians value strength above all, so we assign the highest score, 16, in Strength. The next highest scores—both 14—we apply to Constitution and Wisdom, since Mandalorians are both resilient and perceptive. We then apply the final three scores—12, 10, and 8—to Charisma, Dexterity, and Intelligence, respectively. The Mandalorian ability scores and modifiers look like this: Strength 16 (+3), Dexterity 10 (+0), Constitution 14 (+2), Intelligence 8 (-1), Wisdom 14 (+2), Charisma 12 (+1).
Ability Scores and Modifiers
| Score | Modifier |
|---|---|
| 1 | -5 |
| 2-3 | -4 |
| 4-5 | -3 |
| 6-7 | -2 |
| 8-9 | -1 |
| 10-11 | +0 |
| 12-13 | +1 |
| 14-15 | +2 |
| 16-17 | +3 |
| 18-19 | +4 |
| 20-21 | +5 |
| 22-23 | +6 |
| 24-25 | +7 |
| 26-27 | +8 |
| 28-29 | +9 |
| 30 | +10 |