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 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 (infant) or has endured serious [head] trauma.
An intelligence of 4-6 means the character is unable to speak. Ferals generally have this much intelligence.
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 the aid of magical items.
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.