Using Each Ability
Every task that a faction might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.
Factions of 2nd tier and higher are more adept at performing certain downtime activities. When a faction member of 2nd rank or higher attempts the favored downtime activity and rolls percentile dice, they also get to make a faction ability check and add it to the roll, provided they are in an area where the faction has influence. Each downtime activity is tied to a specific ability score, as discussed in this section.
Variant: Activities with Other Abilities
Normally, your faction's favored activity only utilizes a specific ability score. Favoring the Crime downtime activity, for instance, usually applies a faction's Dexterity ability check. During resolution of an activity, however, a faction member might use utilize a different ability score during resolution. In such cases, the GM might allow you to roll a faction ability check utilizing a different ability score, or you might ask if you can use a different faction ability check. For example, if you are performing crime during downtime and using a security kit, your GM might call for a faction Intelligence check when rolling percentile dice, instead of Dexterity, even though Crime is normally associated with Dexterity.
Strength
Strength measures the bodily power, athletic training, and the extent to which a faction's membership can exert raw physical force.
Strength Activities
Many activities focus on using a character's might and power. When a character performs one of the following downtime activities, and it's their faction's favored downtime activity, they can make a faction ability check:
- Mercenary Contracting
- Pit Fighting
- Work
- Other activities as deemed appropriate by the GM.
Faction Checks
Additionally, when two factions are in conflict—either directly or indirectly—one faction can attempt the following actions:
- 1
- 2
- Other actions as deemed appropriate by the GM.
The faction then makes a Strength check contested by the target faction's Constitution check. On a success, they achieve the attempted action. On a failure, they are instead rebuffed.
Dexterity
Dexterity measures the agility, reflexes, and balance of a faction's membership.
Dexterity Activities
Many activities capitalize on a character's nimbleness and stealth. When a character performs one of the following downtime activities, and it's their faction's favored downtime activity, they can make a faction ability check:
- Crime
- Work
- Other activities as deemed appropriate by the GM.
Faction Checks
Additionally, when two factions are in conflict—either directly or indirectly—one faction can attempt the following actions:
- 1
- 2
- Other actions as deemed appropriate by the GM.
The faction then makes a Dexterity check contested by the target faction's Intelligence check. On a success, they achieve the attempted action. On a failure, they are instead rebuffed.
Constitution
Constitution measures the health, stamina, and vital force of a faction's membership.
Constitution Activities
Many activities focus on using a character's vitality and heartiness. When a character performs one of the following downtime activities, and it's their faction's favored downtime activity, they can make a faction ability check:
- Work
- Other activities as deemed appropriate by the GM.
Faction Checks
Additionally, when two factions are in conflict—either directly or indirectly—one faction can attempt the following actions:
- 1
- 2
- Other actions as deemed appropriate by the GM.
The faction then makes a Constitution check contested by the target faction's Strength check. On a success, they achieve the attempted action. On a failure, they are instead rebuffed.
Intelligence
Intelligence measures the mental acuity, accuracy of recall, and the ability of a faction's membership to reason.
Intelligence Activities
Many activities capitalize on a character's reasoning and memory. When a character performs one of the following downtime activities, and it's their faction's favored downtime activity, they can make a faction ability check:
- Crafting
- Gambling
- Racing
- Research
- Work
- Other activities as deemed appropriate by the GM.
Faction Checks
Additionally, when two factions are in conflict—either directly or indirectly—one faction can attempt the following actions:
- 1
- 2
- Other actions as deemed appropriate by the GM.
The faction then makes an Intelligence check contested by the target faction's Dexterity check. On a success, they achieve the attempted action. On a failure, they are instead rebuffed.
Wisdom
Wisdom measures how attuned to the world, perceptive, and intuitive a faction's membership is.
Wisdom Activities
Many activities focus on using a character's intuition and awareness. When a character performs one of the following downtime activities, and it's their faction's favored downtime activity, they can make a faction ability check:
- Bounty Hunting
- Work
- Other activities as deemed appropriate by the GM.
Faction Checks
Additionally, when two factions are in conflict—either directly or indirectly—one faction can attempt the following actions:
- 1
- 2
- Other actions as deemed appropriate by the GM.
The faction then makes a Wisdom check contested by the target faction's Charisma check. On a success, they achieve the attempted action. On a failure, they are instead rebuffed.
Charisma
Charisma measures the the ability to interact effectively with others, confidence, and eloquence of a faction's membership.
Charisma Activities
Many activities capitalize on a character's charm and presence. When a character performs one of the following downtime activities, and it's their faction's favored downtime activity, they can make a faction ability check:
- Buying Enhanced Items
- Carousing
- Selling Enhanced Items
- Work
- Other activities as deemed appropriate by the GM.
Faction Checks
Additionally, when two factions are in conflict—either directly or indirectly—one faction can attempt the following actions:
- 1
- 2
- Other actions as deemed appropriate by the GM.
The faction then makes a Charisma check contested by the target faction's Wisdom check. On a success, they achieve the attempted action. On a failure, they are instead rebuffed.