Introduction to Ability Scores in The World of Terra™ | World Anvil
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Introduction to Ability Scores

Six Ability Scores In Terra™ :

  In Terra™, we have six abilities that actually represent the character’s qualities. These include:  

Strength:

  Strength mesures a creature’s physical prowess.   Strength is important for many Barbarians, Fighters and Paladins, or any atheltic and close-combat characters.   Grey Dwarves (+1), Half-Archons (+1), Humans (+1), Half-Ysgardian (+2), Half-Orcs (+2), Half-Magyars (+2), Vulcans (+2), Half-Demons (+1) Half-Skallods (+1) benefits in Strength from their racial Ability Score Modification.    

Dexterity:

Dexterity mesures a creature’s agility.   Dexterity is important for Monks, Rangers and Rogues, or any acrobatic, spry and coordinate characters   High Elf (+1), Wood Elves (+2), Dark Elves (+2),  Humans (+1), Urban Halfling (+2), Sonefield Halfling (+2), Nephtians (+1), Krads (+2), Nereids (+1), Sylphs (+2), Half-Erdals (+1), Half-Cherub (+1), Half-Leonar (+1), Half-Necris (+1), Half-Daeva (+2) benefits in Dexterity from their racial Ability Score Modification.  

Constitution:

Constitution mesures a creature’s endurance and hardiness.   Constitution is important for everyone.   Hill Dwarves (+2), Grey Dwarves (+2), Humans (+1), Half-Orcs (+1), Dragonborns (+2), Seelies (+1), Oreads (+2), Mankarans (+1), Half-Archon (+1), Half-Leonars (+2), Half-Magyar (+1), Half-Kasmans (+1), Half-Demons (+2), benefits in Constitution from their racial Ability Score Modification.  

Intelligence:

Constitution mesures a creature’s cognitive capabilities, mental acuity and information recall.   Intelligence is important for Wizards or any analyticals and mentally sharp characters.   High Elves (+2), Urban Halflings (+1), Humans (+1), Krads (+1), Sylphs (+1), Jez'Lans (+2), Mankarans (+2), Half-Erdals (+2), Half-Kasmans (+2), Half-Devil (+1) benefits in Intelligence from their racial Ability Score Modification.  

Wisdom:

Wisdom mesures a creature’s intuition and discernment   Wisdom is important for Cleric, Druid or any perceptive and insightfull characters.   Hill Darves (+1), Wood Elves (+1), Stonefield Halflings (+1), Nephtians (+2), Seellies (+2), Nereids (+2), Oreads (+1), Jez'Lans (+1), Half-Angels (+2), Half-Necris (+2) benefits in Wisdom from their racial Ability Score Modification.  

Charisma:

Charisma mesures a creature’s force of personality and leadership.   Charisma is important for Paladins, Bards, Sorcerers or any eloquent, confident and alluring characters.   Dark Elves (+1), Humans (+1), Dragonborn (+1), Vulcans (+1), Half-Olympians (+2), Half-Archons (+2), Half-Angels (+1), Half-Cherubs (+2), Half-Ysgardians (+1), Half-Devils (+2), Half-Skallods (+2), Half-Daevas (+1) benefits in Charisma from their racial Ability Score Modification.

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