Ability scores represent your character’s mental and physical potential and can be calculated a number of ways.
The classic approach is to roll 4d6 and add the three highest dice. Repeat this step 5 more times get six results and assign them to your abilities as you wish.
Alternatively, you can use a point-buy system where you have 72 points to spend on your six ability scores as you see fit.
Finally, you can use the standard score array (15, 14, 13, 12, 10, 8) and assign each of those scores to an ability.
Ultimately, your GM will specify the method of Ability Score generation and house rules are always welcome as long as the results are fair to all of the players.
Represents a character’s physical strength and natural athleticism. Increases effectiveness with most melee weapons and attacks.
Represents a character’s reflexes and reaction times. Increases effectiveness with ranged weapons as well as ability to evade attacks on foot and in mobile suits.
Represents a character’s fortitude and resilience. Increases hit points and resistance to illness.
Represents a character’s education and intellect. Improves a great number of skills and ability to stabilize people and mobile suits.
Wisdom represents a character’s natural mental faculties and resistance. Improves perception and ability to withstand Newtype powers.
Charisma is a character’s personality and charm. It increases a character’s effectiveness in social interactions and many skills.
Once you determined your ability scores, you can calculate the modifiers used for actual dice rolls by referencing the table below.
Score | Modifier |
---|---|
1 | -5 |
2-3 | -4 |
4-5 | -3 |
6-7 | -2 |
8-9 | -1 |
10-11 | +0 |
12-13 | +1 |
14-15 | +2 |
16-17 | +3 |
18-19 | +4 |
20-21 | +5 |
22-23 | +6 |
24-25 | +7 |
26-27 | +8 |
28-29 | +9 |
30 | +10 |
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