Using Ability Scores
Six abilities provide a quick description of every faction's collective physical and mental characteristics:
- Strength, measuring the faction membership's physical power
- Dexterity, measuring the faction membership's agility
- Constitution, measuring the faction membership's endurance
- Intelligence, measuring the faction membership's reasoning and memory
- Wisdom, measuring the faction membership's awareness and intuition
- Charisma, measuring the faction membership's force of personality
Is a faction comprised of renowned gladiators of great might and fortitude? Or is it a coalition of craftsmen, working together to create the best products available? Force-wielders working together, for good or ill? Or maybe it's a guild of shrewd merchants, attempting to corner the market. Ability scores defined these qualities—a faction's assets as well as weaknesses.
Ability scores govern a faction's ability to benefit it's members, as well as wage inter-faction conflict. 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, covering how these checks benefit your faction's members and how they interact with other factions.