CS:Modifiers

From Anstepedia


Modifiers are the most important numbers on your sheet. Look at your Ability score, and put the + number in the row below it. If your modifier is negative, cross out the + and put a -.


Score Bonus
0 -30
1 -10
2 -4
3-4 -3
5-6 -2
7-8 -1
9-10 +0
11-12 +1
13-14 +2
15-16 +3
17-18 +4
19-20 +5
21-22 +6
23-24 +7
25-26 +8
27-28 +9
29-30 +10
31-32 +11
33-34 +12
35-36 +13
37-38 +14
39-40 +15
41-42 +16
43-44 +17
45-46 +18
47-48 +19
49 +20
50 +25

Strength

  • A strength of 0 means that a character is not strong enough to move, and lies helpless on the ground.
  • A strength of 1-3 means the character is very weak and has difficulty moving. An example of such would be a crawling infant.
  • A strength of 4-6 means the character is weak, but not unable to walk or move. An example would be a toddler or a young child.
  • A strength of 7-9 means the character has below average strength. This could mean a child or an adult that isn’t in very good shape.
  • A strength of 10 is simply average.
  • A strength of 11-13 means the character is stronger than most furres. Most adults have strength in this area.
  • A strength of 14-16 means the character is quite strong and is generally in good shape. Mostly adults have this much strength.
  • A strength of 17-19 means the character is in exceptional shape and is most likely a fighter or does a lot of physical work.
  • A strength of 20 means the character is in extremely good shape, possibly due to magical aid.
  • A strength of 21+ is generally only achieved through the use of magical items or highly strict training.

Dexterity

  • A Dexterity of 0 means that a character is unable to move due to paralysis or similar effects, they are helpless.
  • A dexterity of 1-3 means that the character is still working on fine tuning their gross motor skills much like a baby learning to crawl and walk.
  • A dexterity of 4-6 means the character's developing their fine motor skills, much as a toddler works on picking up tiny objects between their thumb and first finger.
  • A dexterity of 7-9 means the character isn’t very skilled with their hands/paws and may have difficulty writing.
  • A dexterity of 10 is simply average.
  • A dexterity of 11-13 means the character has above average coordination and may have nice handwriting.
  • A dexterity of 14-16 means the character is highly dexterous and can probably craft items skillfully. Also, their bodies are often more flexible than the average furre.
  • A dexterity of 17-19 means the character is extremely dexterous and could be compared to a modern day gymnast.
  • A dexterity of 20 means the character has exceptional flexibility and can often dodge most attacks geared toward them. Only a few furres are naturally this flexible and coordinated.
  • A dexterity of 21+ is generally only achieved through the use of magical items or highly strict training.

Constitution

  • A Constitution of 0 means the character is dead. As con changes, remember to readjust hp to the new bonus.
  • A constitution of 1-3 means the character’s body is highly unstable, but capable of supporting itself.
  • A constitution of 4-6 means the character’s body is extremely frail or delicate, much like an infant.
  • A constitution of 7-9 means that character is somewhat frail, but not to the point of being in much danger.
  • A constitution of 10 is simply average.
  • A constitution of 11-13 means the character is of an above average build, often described as sturdy.
  • A constitution of 14-16 means the character has a very strong build and could take a lot more abuse than an average furre could.
  • A constitution of 17-19 means the character is of an extremely strong build and may not feel as much pain as an average furre would.
  • A constitution of 20 means the furre is much like a modern day pro football player. They are usually very strong and can withstand a lot of abuse.
  • A constitution of 21+ is generally only achieved through the use of magical items or highly strict training.

Intelligence

  • An intelligence of 0 means that the character cannot think, and is in a coma-like stupor, and helpless.
  • An intelligence of 1-3 generally means the character is in early stages of brain development. Ferals usually intelligence scores in this range.
  • An intelligence of 4-6 means the character is siginificantly mentally impaired due to retardation or mental illness.
  • An intelligence of 7-9 means the character may be a slower learner than most furres and/or has been uneducated.
  • An intelligence of 10 is simply average.
  • An intelligence of 11-13 means the character is a faster learner than most furres and is usually educated to a certain extent.
  • An intelligence of 14-16 means the character is a very fast learner and has most likely had a very good education and/or is studying magic.
  • An intelligence of 17-19 means the character is an extremely fast learner and is more than capable of learning many languages fluently.
  • An intelligence of 20 means the character is an extraordinarily fast learner and is most likely a magic user. Only a few furres are this intelligent.
  • An intelligence of 21+ is generally only achieved with extreme mental prowess.

Wisdom

  • A Wisdom of 0 means that the character is comatose, drawn into his/her own mind, in a deep sleep filled with nightmares, and helpless.
  • A wisdom of 1-3 means the character is generally “in their own little world” and doesn’t regard their surroundings.
  • A wisdom of 4-6 means the character has a difficult time paying attention and may be mildly insane.
  • A wisdom of 7-9 means the character doesn’t always pay attention to everything and may have a slightly unstable mind.
  • A wisdom of 10 is simply average.
  • A wisdom of 11-13 means the character is a bit more observant than more average furres.
  • A wisdom of 14-16 means the character is a lot more observant than most furres and has a very stable mind.
  • A wisdom of 17-19 means the character is extremely observant and can sometimes sense things a few moments before they happen.
  • A wisdom of 20 means the character often sees small details that others don’t. Also, they can sometimes foresee certain things a few moments before they happen.
  • A wisdom of 21+ can generally only be achieved with the aid of magical items.

Charisma

  • A Charisma of 0 means that the character is catatonic and helpless.
  • A charisma of 1-3 means the character relies entirely on others. Also, they don’t know anything about how to behave around others. An example would be an infant.
  • A charisma of 4-6 means the character relies mostly on others and can sometimes be thought of as rude around others. An example would be a toddler.
  • A charisma of 7-9 means the character doesn’t always fit in with everyone else. This is generally because they don’t know how to behave socially.
  • A charisma of 10 is simply average.
  • A charisma of 11-13 means the character handles himself/herself well around others and generally has above average manners.
  • A charisma of 14-16 means the character tends to act like a leader and can handle himself/herself quite well around others.
  • A charisma of 17-19 means the character has the qualities of a leader, are very good public speakers and have a lot of confidence in himself/herself.
  • A charisma of 20 means the character would make a great leader. He/she is most likely experienced with dealing with many people and has great confidence. Also, they are great public speakers.
  • A charisma of 21+ can generally only be achieved with the aid of magical items.