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.

ScoreModifier
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