Ability Scores

The Basics:

In the Endeavour RPG there are 8 different Ability Scores (Attributes) that every character has. These statistics govern the basic abilities of your character. The scores are as follows:
Strength (STR)
Endurance (END)
Intellect (INT)
Perception (PER)
Foresight (FOR)
Magic (MAG)
Beauty (BTY)
Rhetoric (RET)

Ability Scores in Endeavour work a bit differently than other RPGs. Due to the system being based off of a 1d100 instead of 1d20, the modifiers are flat rates. A score of 16 in Strength is an automatic +16 to a skill derived from Strength. Any negative ability scores or skill are just maluses instead. The formula for calculating a skill is as follows:   Skill = (Ability Score) + (Innate Skill) + (General Skill) + (Specific Skill (If Applicable)).   See Skills for more information.   For the most part, each Ability Score has its own innate skill category that it alone gives its modifier to. However each Ability Score shares at least two of its innate skill categories with another Ability Score. To calculate these modifiers you take the average of the two Ability Scores. It is helpful to calculate these averages and put them on your sheet.   The Averages that are used are:  
Strength & Endurance (Athletics)
Strength & Perception (Ranged)
Endurance & Perception (Survival)
Intellect & Rhetoric (Negotiations)
Intellect & Magic (Arcana)
Perception & Foresight (Streetwise)
Foresight & Magic (Divination)
Foresight & Beauty (Appearance)
Beauty & Rhetoric (Charisma)

Rolling Ability Scores:

Ability scores are either determined by rolling a series of dice combinations or by taking the standard array;

4d4+4 (14)
4d4 (10)
4d4 (10)
3d10-2d10 (5)
3d10-2d10 (5)
2d10-1d10 (4)
2d10-1d10 (4)
2d4-8 (-2)

After rolling these abilities or taking the array, you may place the numbers in any category that you wish. As an optional rule if you’d rather generate a more random character, consider rolling a 1d8 for each and assigning them in that order.  

Saving Throws:

  Certain actions and abilities in the game may require a saving throw or ability check. These checks function similarly to standard skill checks, using stratified levels of success. Each type of saving throw is tied to a specific attribute that determines its effectiveness.   When making a saving throw, if the related attribute is one that has been modified by the character's class, adjust it accordingly:  
  • If the attribute has a positive modifier, double its value.
  • If the attribute has a negative modifier, halve its value.
To resolve a saving throw, the character rolls 1d100 and compares the result to their saving throw success chart. The formula for a basic saving throw is as follows:   X = (Ability Score) + (Character Levelx2) + (Miscellaneous) + 15

Check Success Chart


FormulaType of SuccessSuccess Level
X * 3Trivial1
X * 2Very Easy2
X * 1.5Easy Success3
XNormal Success4
X / 2Hard Success5
X / 4Very Hard Success6
X / 8Challenging Success7
X / 16Extreme Success8
X / 32Absurd Success9
X / 64Impossible Success10