Holocron

Using Ability Scores

Wretched Hives · chapter

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.

In this chapter1Ability Scores and Modifiers2Advantage and Disadvantage3Proficiency Bonus4Ability Checks5Using Each Ability