The Six Abilities

The Stats That Decide If You Fall Gracefully

or Faceplant With Style

Every character, monster, beast, ghost, disgruntled librarian, or magically animated side table in the Last Home has six abilities. These are not hobbies, vices, or dubious personality traits (though those help they’re your foundational attributes—the numbers that decide whether you succeed with flair, fail with flair, or just fall into a crate of suspicious mushrooms.

Let’s meet the big six:

  • StrengthCan you lift it? Can you throw it? Can you be thrown by it?
  • DexterityAre you nimble, sneaky, or just exceptionally good at not dying?
  • ConstitutionHow long can you stay conscious? Bonus points if on fire.
  • IntelligenceDo you know stuff? Do you remember the stuff you know?
  • WisdomDid you notice that the rug was breathing?
  • CharismaHow persuasive are you while bleeding profusely from poor life choices?

Each of these has a score (a number between 1 and 20 for most mortals, unless you’ve upset the cosmology), and from that score you get a modifier—a bonus or penalty you add to various rolls. You’ll use these modifiers a lot. They shape what you’re good at, how others perceive you, and occasionally whether the floor collapses under your dramatic entrance.

Modifiers: Because Flat Numbers Are Too Boring

Modifiers come from your ability scores and affect everything from whether you can kick in a door to how convincingly you can lie to a demigod while holding a cursed hamster.

To find your modifier, subtract 10 from your ability score, divide the result by 2, and round down. Or just look at a chart like a sensible person.

Ability Modifiers.

ScoreModifierScoreModifier
1-516-17+3
2-3-418-19+4
4-5-320-21+5
6-7-222-23+6
8-9-124-25+7
10-11026-27+8
12-13+128-29+9
14-15+230+10


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