Ability Scores

Shadow Shack's picture
Shadow Shack
October 15, 2021 - 12:56pm
Might as well start off with the basics.


Strength: "Strength" is a measure of muscle power and the ability to use that power. Any character with a Strength score of 13 or above should consider being a Dralasite, as Strength is one of the prime requisites for the class. 

 

Intelligence: "Intelligence" is the ability to learn and remember knowledge, and the ability to solve problems. Characters with an intelligence score of 13 or above should consider the class of Yazirian, as Intelligence is one of the prime requisites for that class.  

 

Wisdom: The word "Wisdom" refers to inspiration, intuition, common sense, and shrewdness. Wisdom aids in solving problems when Intelligence is not enough. Wisdom is not a prime requisite of any class.  

 

Dexterity: "Dexterity" is a measure of speed and agility. A character with a high Dexterity score is "good with his hands" and has a good sense of balance. A character with a Dexterity score of 13 or greater should consider the classes of Vrusk or Yazirian, as Dexterity is a prime requisite of both classes.  

 

Constitution: "Constitution" is a combination of health and endurance (the ability to hold up under pressure). It directly influences every class, possibly changing the number of hit points a character has. Any character with a Constitution score of 13 or above should consider being a Dralasite, as Constitution is one of the prime requisites for the class. 

 

Charisma: "Charisma" is a combination of appearance, personality, and leadership ability. It helps the GM decide exactly how a monster will react to a player character. If also affects the number of retainers a character can hire (see page B21), and the morale (attitude; see page B27) of these hirelings. Charisma is never a prime requisite 

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Ability Score Adjustments  

 

It is possible to raise one's score in a prime requisite by lowering the scores of some of the other abilities. This adjustment shows that a character may practice hard and learn how to fight or reason well, but at the cost of not developing another ability.  

 

When adjusting abilities, no score may be lowered below 9. When an adjustment is made, a prime requisite ability will be raised 1 point for every 2 points that the adjusted ability is lowered.  

 

Strength may be lowered by Yazirians in order to raise Intelligence or Dexterity, and by Vrusks in order to raise Dexterity. Strength can be raised 1 point by any class when reducing Constitution by 1 point.  

 

Intelligence & Wisdom may be swapped freely with Strength & Constitution and vice versa at the usual rate of –2 per +1, applicable to any character. For example, a Yazirian might lower a Strength score of 15 to 11 (a drop of 4) in order to raise an Intelligence score of 12 to 13 and a Wisdom score of 15 to 16 (a raise of 4/2 = 2, or 1 point added to each score). 

 

Dexterity may be lowered by Dralasites in order to raise Strength or Constitution. 

 

Constitution may be lowered by Yazirians in order to raise Intelligence or Dexterity. Constitution may be raised 1 point by any class when reducing Strength by 1 point. 

 

Charisma may not be raised or lowered via point swap, but can be increased later with experience points. 

 

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Strength Score / Adjustments 

3            - 3 to hit & damage 

4-5         -2 to hit & damage 

6-8         -1 to hit & damage 

9-12       No adjustments due to Strength 

13-15     + 1 to hit & damage 

16-17     + 2 to hit & damage 

18           + 3 to hit & damage 

 

Regardless of adjustments, any successful hit will always do at least 1 point of damage. All Strength adjustments apply only to hand-to hand combat (see page B26) and to opening doors (page B21). Missile fire combat is adjusted by Dexterity according to the chart hereafter. 

 

Intelligence Score / Use of Languages 

3            Has trouble with speaking, cannot read or write 

4-5        Speaks but cannot read or write PanGalactic or Native 

6-8        Can write simple PanGalactic & Native words 

9-12      Reads and writes native language & PanGalactic 

13-15    Reads and writes native language & PanGalactic, + 1 added language 

16-17    Reads and writes native language & PanGalactic, + 2 added languages 

18          Reads and writes native language & PanGalactic ,+ 3 added languages 

 

Wisdom Score / # of Skills per PSA and Secondary Skill Areas 

3             PSA only, 1 skill (2 for military) 

4-5         PSA only, 1 skill (3 for military) 

6-8         PSA only, 2 skills (4 for military) 

9-12       PSA (all), 1 secondary skills in one other skill area (3 for military) 

13-15    PSA (all), 2 secondary skills in one other skill area (4 for military) 

16-17    PSA (all), 2 secondary skills in two other skill areas (5 for military) 

18          PSA (all), all secondary skills in any other skill area 

 

Dexterity Score / Ranged Weapon, Initiative, & Dodging Adjustments 

3          -3 on "to hit" rolls, initiative, & dodging 

4-5       -2 on "to hit" rolls, initiative, & dodging 

6-8       -1 on "to hit" rolls, initiative, & dodging 

9-12     No adjustment 

13-15   +1 on "to hit" rolls, initiative, & dodging 

16-17   +2 on "to hit" rolls, initiative, & dodging 

18         +3 on "to hit" rolls, initiative, & dodging 

 

Adjustments to the hit rolls are only applicable to hitting, there is no damage bonus. 

 

Constitution Score / Hit Point Adjustment  

3           -3 points per hit die 

4-5       -2 points per hit die 

6-8       -1 points per hit die 

9-12     No adjustment to hit points 

13-15   + 1 points per hit die 

16-17   + 2 points per hit die 

18         + 3 points per hit die  

 

These adjustments are used whenever a player rolls to determine a character's hit points. No hit die roll may be adjusted below 1, regardless of the adjustments.  

 

Charisma Score / Adjustment to Reactions, Max # of Retainers, & Retainer Morale 

3                    -2  /  1  /  4 

4-5                 -1  /  2  /  5 

6-8                 -1  /  3  /  6 

9-12         None  /  4  /  7 

13-15            +1  /  5  /  8 

16-17            +1  /  6  /  9 

18                  +2  /  7  /  10 

 

The adjustment to reactions may help or hinder "first impressions" when talking to an encountered creature or person (see Monster Reactions, page B24, and NPC Reactions, page B21). Charisma also affects the number of NPC retainers a player character may hire, and the morale (attitude) of those persons. 

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Comments:

jedion357's picture
jedion357
October 16, 2021 - 5:00am
No issue with these for me- look like they conform to B/X 
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!