There are six key scores in the game, called Attributes, that govern and assist important aspects of each entity, player or not. They are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each one alters the game in their own way, but some have overlap, especially when it comes to skill or feat/ure usage.
The 'average', or normal/starting score number is 0. The lowest you can get is -5, and the highest you can get without assistance is +10 (and the highest with assistance is +20). Player characters at level 1 cannot go over a +4, unless under special circumstances.
Some creatures are very strong, very fast, or very smart. In CHASE, the rating for which these are measured is the 'Attribute Score', or the or a numerical modifier often added with dice rolls and Proficiency Bonuses.
There are six scores in total. Strength is the measure of a creature's aptitude or honed prowess for using physical might. Dexterity is a creature's agility, showing how fast they are in short bursts and/or how graceful they can be. Constitution is a creature's health and endurance, and their ability to tap into their body reserves of energy. Intelligence is a character's understanding of the complex parts of their world and how to learn from such on the fly. Wisdom is a character's common sense and willpower, using empathy and vibes instead of raw mental acuity. Charisma is the strength of one's ego and emotional exertion, helping one understand people and how to mingle with others on an innate and outer level.
Strength, Dexterity, and Constitution are 'Physical' scores, while Intelligence, Wisdom, and Charisma are 'Mental' scores. Different parts of the game will ask for either, depending on the situation. That being said, not every score needs to be treated with a black and white view. For instance, the Strength score governs Knowledge: Martial like the Intelligence one does, both using the score as a way of understanding how creatures fight and how one may use or overcome someone else).
On character creation for players, it helps to conceptionalize what scores will be good for your character's concept, with your character's class having assigned Attribute Scores to help with this decision.
Attribute Scores in Depth |
Each Score does something differently, and each will be listed below.
Strength is a measure of one's physical might, and the abiltiy to know how to use it. In the past, Strength used that heavily favored physicality only, whereas now it's more about understanding and using via training. Melee oriented characters, such as Warriors, Initiatiors, and some Channelers, favor Strength. Strength governs:
- Melee weapon Attack and Damage Rolls. Melee is the most common weapon type in the game.
- Thrown weapon Attack and Damage Rolls
- Reflex Saves, along with Dexterity.
- Carrying Capacity
- The Athletics skill.
- The Intimidation skill, along with Charsima.
- The Knowledge: Martial skill, along with Intelligence.
- The Mason and Smith Profession skills, along with other Attributes.
- Extra Movement gained from the Stride Action
- What kind of Heavy Armor a creature can wear. Heavy Armor sets AC to a high minimum amount, and posses a lot of Armor HP for extra health between combats.
- Extra Movement gained from the Stride Action
The Dexterity Skill is also about one's swiftness and grace. Many skills and skill oriented classes use Dexterity to great effect. Characters that favor range or defense favor Dexterity, espeically if they are classes from the Warrior or Initatior class groups. Specifcially, Dexterity governs:
- Thrown weapon Attack and Damage Rolls
- Ranged weapon Attack and Damage Rolls
- Reflex Saves, along with Strength.
- The Acrobatics skill.
- The Intimidation skill, along with Charsima.
- The Quickness skill, along with Constitution.
- The Stealth skill.
- The Disable Device skill, along with Intelligence.
- The Gaming Set skill, along with the Intelligence and Charisma Attributes.
- The Navigate skill, along with Intelligence.
- The Perform skill, along with Charisma.
- The Profession skill, along with other Attributes depending on the Profession skill.
- The Sleight-of-Hand skill.
The Tinker skill, along with Intelligence.
Weapon Attack and Damage Rolls with the Finesse⚙️ trait
A creature's base Armor Class, as well as most forms of armor types (Light and Medium mainly)
Constitution is a measure of a creature's raw endurance and energy reserves. Their pain tolerance and ability to 'activate' or get going. It is the least 'mental' of all stats, but governs much in the way of defense for all classes and chracters. Constitution governs:
- A creature's Hit point maximum
- Fortitude Saves, along with Charisma.
- The Concentration skill, governing how many abilities a creature can Concentrate on.
- The Quickness skill, along with Dexterity.
- A creature's base Armor Class with Light Armors and more natural armor (like the Adroit Defense common feature).
Intelligence is a mark of a creature's raw knowledge and cleverness, as well as their intuition. It is often confused with Wisdom, though here there is a clear diliniation between two very similar mental stats. Intelligence, specifically, covers the most skills in the game and is good for any skill based characters, or Mages of the Arcane, Elemental, or Occult. Governs:
- Will Saves, along with Wisdom.
- The Adventuring skill, along with Wisdom.
- All Knowledge and Lore skills. This includes the specific Knowledge skills of Esoterica, History, Martial, Medicine, Nature, Religion, and Society.
- The Perception skill, along with Wisdom.
- The Spellcraft skill, along with Charisma.
- The Appraise skill, along with Wisdom.
- The Disable Device skill, along with Dexterity.
- The Gaming Set skill, along with the Dexterity and Charisma Attributes.
- The Navigate skill, along with Dexterity.
- The Linguistics skill, along with Intelligence.
- The Perform skill, along with Dexterity and Charisma.
- The Profession skill, along with other Attributes depending on the Profession skill.
- The Tinker skill, along with Dexterity.
- Attack and Damage Rolls with the Keen⚙️) trait
- A player character's base amount of Skill Talents. The character must qualify for them to begin with, and gains one for every permanent, non-item +1 INT score they have above 0.
Wisdom governs common sense, willpower, and awareness. Wisdom benefits Channel based classes the best, as well as most Divine or Primal Mages.
Charisma is the mark of one's personality, personality, and the strength of one's emotions. It is the most 'physical' of the mental stats, and can be a defense stat as well as an offensive one. Some creatures and classes are known for their connection to such emotional strength, such as
Dragons, Initiators, Channelers, and some Arcane, Elemental, or Occult Mages. Governs:
- Fortitude Saves, along with Constitution.
- The Diplomacy skill, along with Wisdom.
- The Deception skill.
- The Intimidation skill, along with Charsima.
- The Knowledge: Society skill, along with Charsima.
- The Spellcraft skill, along with Intelligence.
- The Linguistics skill, along with Intelligence.
- The Gaming Set skill, along with the Dexterity and Intelligence Attributes.
- The Perform skill, along with Dexterity and Intelligence.
- A player character's base amount of Languages. They gain another language automatically for every permanent, non-item +1 CHA score they have above 0.
There are many ways to increase an attribute score, but almost all of them are permanent or last longer than 24 hours.
The most common way is the
Attribute Boost, given by a character's original customization options (Ancestry, Background, Class, etc). Another way is through
Feat Choices and picking Dedications that give Boosts as Features, or with the
Additional Attribute Boost Primary Feat.
All Attributes max out naturally, without aid, at +10. With aid, the ceiling usually reaches +20, though the absolutely maximum score for anything is +30. A score will rarely reach this high, usually reserved for
Divinely charged creatures, or those just as powerful.
For all intents and purposes, An Attribute Score and an Attribute modifier are the same. The only thing that changes is the word usage, for legacy reasons. Also because, of all words with similar meanings in this game, it's probably the one with the least headache.
As an example of how
Classic Attribute Score Numbering worked vs how it does in CHASE, see the chart below.
Classic Score # |
C.H.A.S.E. Attribute # / Classic Score Modifier |
0 |
-6 and below (to -10) |
1 |
-5 |
2-3 |
-4 |
4-5 |
-3 |
6-7 |
-2 |
8-0 |
-1 |
10-11
Average Person |
0
Average Person |
12-13 |
+1 |
14-15 |
+2 |
16-17 |
+3 |
18-19 |
+4 |
20-21
Super Human / Peak Human |
+5
Super Human / Peak Human |
22-23 |
+6 |
24-25 |
+7 |
26-27 |
+8 |
28-29 |
+9 |
30-31
Peak of even the most creatures |
+10
|
32-33 |
+11
Peak of even the most creatures |
34-35 |
+12 |
36-37 |
+13 |
38-39 |
+14 |
40+
Near Divine, hard cap |
+15-19
Near Divine |
|
+20
Hard cap without Divine aid. |