Ability Scores and Modifiers
Every Crawler has six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. A new Crawler rolls each score with 4d6 drop lowest: four six-sided dice, keep the three highest, add them up. The System rolls them with roll_dice (faces 6, count 4, drop_lowest 1). A score not given or rolled defaults to 10.
The ability modifier is the score minus 10, divided by 2, rounded down.
| Score | Modifier |
|---|---|
| 3 | -4 |
| 4 to 5 | -3 |
| 6 to 7 | -2 |
| 8 to 9 | -1 |
| 10 to 11 | +0 |
| 12 to 13 | +1 |
| 14 to 15 | +2 |
| 16 to 17 | +3 |
| 18 to 19 | +4 |
| 20 | +5 |
What each ability does in the crawl:
- Strength: Power Move Calls, lifting, carrying, holding a door shut.
- Dexterity: Footwork Move Calls, the Final Beat, stealth, balance, throwing things (and fish).
- Constitution: Endurance Move Calls and Groove.
- Intelligence: Choreography Move Calls, locks, puzzles, the System’s fine print.
- Wisdom: Read the Room Move Calls, noticing hidden opponents, traps and ambushes.
- Charisma: Presence Move Calls, sponsors, crowds, talking an opponent out of a dance-off.
View this file on GitHub commit 4018746, edited in the workshop repository only