Ability Scores

Next up for character creation: you’ll need to generate some intrinsic qualities that will be used to define your character. In Wanderstruck, there are 10 ability scores which define the essential attributes of your character. They are: **P**ower, **F**inesse, **G**race, **V**itality, **S**tature, **I**ntellect, **A**cumen, **R**esolve, **E**go, and **C**harm.

The five physical ability scores are Power, Finesse, Grace, Vitality, and Stature. The five mental ability scores are Intellect, Acumen, Resolve, Ego, and Charm.

The values used to reference these abilities are anthropocentric (based around humans) so as to simplify their frame of reference. The “average” human would have a score of 10 in all ten of these abilities, resulting in a human that is 5’3” and 125 lbs, has an IQ of 100, can run a 12-minute mile, and has some skill in conversation. Each ability works on an approximately exponential scale, such that an increase in 5 points “doubles” that particular ability.

**Power (P)**

This represents a person's physical strength and ability to utilize their musculature.

Power is used to determine the attack bonus for melee weapons, damage bonuses for melee and thrown weapons, certain skills such as Athletics, and Power Resistances (denoted as PR).

A human with a Power score of 10 (denoted as P 10) is a typical untrained individual. For example, this approximates the ability to overhead press 50 lbs, bench 75, squat 100, deadlift 115. The exponential approximation of ability scores functions rather well to understand higher Power scores, as it’s easy to understand that a character with P 15 can lift twice as much as a character with P 10, and an individual with P 5 could lift half as much.

Power also determines how much a person is able to carry. This is further detailed under the rules for Encumbrance and Lifting.

**Finesse (F)**

This represents the nimbleness of a person's fine motor skills.

Finesse is used to determine the attack bonus of ranged weapons, certain skills such as Tinker, and Finesse Resistances (FR).

A human with a Finesse score of 10 (denoted as F 10) is competent but not practiced with fine skills. For example, this approximates the ability to write legibly but not quite master calligraphy. It’s harder to understand the exponentiation of Finesse relative to Power, but essentially the same rules apply regarding the increase in skill doubling every 5 points. A person with F 15 is delicate and precise, while a person with F 5 is likely to fumble.

**Grace (G)**

This represents a person's speed and bodily coordination.

Grace is used to determine armor class, move speed, certain skills such as Acrobatics, and Grace Resistances (GR).

A human with a Grace score of 10 (denoted as G10) is able-bodied, but not athletic. For example, this approximates the ability to perhaps balance on one foot, but not to do a backflip. A person with G15 is fairly agile and reacts quickly to danger. A person with G 5 is slow to move and react.

**Vitality (V)**

This represents a person's physical hardiness and endurance.

Vitality is used to determine Health, HP, the ability to hold your breath, and Vitality Resistances (VR).

A human with a Vitality score of 10 (V 10) is physically fit, but still gets sick occasionally. For example, this approximates the ability to run up a flight of stairs but still be winded at the top. A person with V 15 is more resilient and can endure tougher conditions. A person with V 5 is frail and prone to sickness.

**Stature (S)**

This represents a person’s physicality and size.

Stature is used to determine many attributes, including Health, HP, Exploits, Armor Class, and Stature Resistances (SR).

A human with a Stature score of 10 (S 10) is approximately 5’3” and 125 lbs, the average height and weight of a human in the era of this world. An increase in 5 points in Stature is roughly equivalent to a doubling in weight, though height and other dimensions also play a role. A swarm of rats is hard to move, and takes up a lot of space, and so may have a larger Stature than would a human of the same weight. A human with S 5 would be about 4’5” and 60 lbs, an average nine-year old. A human with S 15 would be approximately 6'1 and 250 lbs. A creature can also have a negative Stature score. Just as a creature with 5 Stature has half the weight of a creature with 10 Stature, a creature with 0 Stature has half the weight of a creature with 5 Stature, and a creature with -5 Stature has half of that. An increase by 15 in Stature doubles height, width, and depth

Stature can also affect a creature’s reach, height, and the amount of space it takes up, though these are not always directly tied to Stature. A table describing Stature, height, and reach can be found in the ***Game Master’s Guide***.

**Intellect (I)**

This represents a person’s “book smarts” and ability to acquire information.

Intellect is used to determine skill points, certain skills such as Investigation, and Intellect Resistances (IR).

A human with an Intellect score of 10 (I 10) has an average intelligence, is literate but isn’t a skilled reader. A person with I 15 likely picks up new information quickly, while a person with I 5 likely has a hard time learning. Just because a character has low Intellect does not mean they can’t come up with inventive plans or ideas - they just probably won’t be inventing new technologies to make them happen.

A character with low Intellect does not need to be played as “stupid”. They can be clever in many ways without relying on book smarts.

**Acumen (A)**

This represents a person’s awareness and intuitive ability.

Acumen is used to determine some spellcasting, certain skills such as Spot and Insight, and Acumen Resistances (AR).

A human with an Acumen of 10 is fairly aware of their surroundings. A person with A 15 is likely able to pick up on small details, while a person with A 5 is likely very absent-minded and unobservant.

**Resolve (R)**

This is used to determine a person’s mental fortitude and psychological endurance.

Resolve is used to determine skills such as Survival, some casting, and Resolve Resistances (RR).

A human with 10 Resolve (R 10) is likely able to take on simple fears, but wont push themselves. A person with R 15 is tough to break, while a person with R 5 is likely flakey and skittish.

**Ego (E)**

This represents the force of a person's personality and their sense of self.

Ego is used to determine skills such as Intimidate, some spellcasting, and Ego Resistances (ER).

A human with an Ego of 10 (E 10) is a moderately assertive person. A person with E 15 is likely to draw attention, while a person with E 5 is not likely to stand out in a crowd.

**Charm (C)**

This is used to determine a person’s likability and charisma.

Charm is used to determine some skills such as Deception, some spellcasting, and Charm Resistances (CR).

A person with 10 Charm (C 10) is decent in social settings, a person with C 15 is a socialite, while a person with C 5 is fairly awkward and inarticulate.

**Modifiers**:

The modifier of an ability score is equal to (the score - 10) /2, rounded down. The resulting number is used to modify rolls that are made using that ability score. For example, a creature with a Stature score of 11 has a Stature modifier of 0, a creature with a Stature score of 18 has a modifier of 4. Importantly, when an ability score is referenced by a single letter, such as “Armor class is equal to 16 + G - ½ S” the single letter generally refers to this modifier, not the original number. Scores are always rounded to the lower value, meaning that a negative modifier is rounded down (for example, a score of 9 means a modifier of -1, and half of this is -1 as well).

**Temporary Bonuses and Penalties:**

During the course of play, a creature’s ability scores may change. These can be permanent, such as the ability score bonuses gained at 4th level, or temporary, such as the increase from the spell *Enhance Ability*, or from ability drain*.* This can have an effect on many aspects of a creature. Bonuses to hit and to damage, HP and Health, ability and spell DCs, the duration of abilities such as Frenzy, skill bonuses, and meeting prerequisites for feats are all affected by temporary ability bonuses and penalties. Spells prepared, uses per long rest of abilities such as Powerful Spells, and Craft checks requiring many hours are not affected by temporary bonuses and penalties. As a general rule, features or checks which function entirely within the duration of the temporary increase’s duration factor in these bonuses, while features or checks which function over a longer time period do not.

A feat can be taken even if the character does not meet the feat’s ability score prerequisites, though the creature gains no benefit from the feat until they do. Inversely, a character which would normally qualify for a feat’s ability score prerequisites may lose their ability to use the feat if they take ability score drain. For example, a character with G13 may take Dodge, but if their Grace falls below 13 due to ability drain, they no longer gain the benefits of the feat. A warrior with P11 that takes the feat Mighty Swing gains no benefits from the feat, but when their Power increases while in Frenzy, they may use it.

For creatures able to cast spells, they cannot cast if their Intellect drops below 1 or their ability used to determine additional spells per day drops below 10.