Abilities

Ability Modifiers
Each ability, has between a -5 to a +5 modifier. The table below shows the modifier for each ability, based on it's score.

The modifier is the number you add to or subtract from the die roll when your character tries to do something related to that ability. For instance, you add or subtract your Strength modifier to your roll when you try to hit someone with a Vibroblade.

The Abilities
Each ability partly describes your character and affects some of your character's actions.

Strength (Str)
Strength measures your character's muscle and physical power. This ability is especially important for Soldiers because it helps them prevail in physical combat.

You apply your character's Strength modifier to:
 * Melee attack rolls.
 * Damage for melee and thrown weapons. (Exceptions: Grenades don't have their damage modified by Strength.)
 * Climb, Jump, and Swim checks (The Skills with Strength as the key ability).
 * Strength checks (For breaking down doors and the like).

Dexterity (Dex)
Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability is the most important ability for Scoundrels, but it's also high on the list for characters who want to be good shots with ranged weapons (Such as Blaster Pistols) or who want to handle the controls of a starship or speeder fairly well.

You apply your character's Dexterity modifier to:
 * Ranged attack rolls, such as with blasters.
 * Reflex Defense, provided the character can react to the attack.
 * Acrobatics, Pilot, Ride, and Stealth checks (The Skills with Dexterity as the key ability).

Constitution (Con)
Constitution represents your character's health and stamina. Constitution adds to a hero's hit points, so it's important for everyone, but most important for Soldiers and Jedi.

You may apply your Constitution modifier to:
 * Each die roll for gaining additional hit points (Though a penalty can never drop a hit point roll below 1; a character always gains at least 1 hit point each time he or she goes up a level).
 * Fortitude Defense, for resisting poison, radiation, and similar threats.
 * The Endurance skill.

Intelligence (Int)
Intelligence determines how well your character learns and reasons, Intelligence is important for Scouts, Nobles, and any character who wants to have a wide assortment of Skills.

You apply your character's Intelligence modifier to: Beasts have Intelligence scores of 1 or 2. Sentient creatures have scores of at least 3.
 * The number of languages your character knows at the start of the game.
 * The number of Trained Skills you have.
 * Knowledge, Mechanics, and Use Computer checks (The Skills with Intelligence as the key ability).

When a character's Intelligence score permanently increases or decreases, it's number of Trained Skills and known languages also changes. For example, if Paul's Wookiee Scout increases his Intelligence from 13 to 14, his Int modifier goes from +1 to +2. Paul's Wookiee gains one new Trained Skill (Chosen from his Class Skills) and one new language. The Wookiee's greater Intelligence allows him to utilize things he has learned but never before applied properly.

Wisdom (Wis)
Every creature has a Wisdom score. Wisdom describes a character's willpower, common sense, perception, and intuition. Compared to Intelligence, Wisdom is more related to being in tune with and aware of one's surroundings, while Intelligence represents one's ability to analyze information. An "absent-minded professor" has a low Wisdom score and a high Intelligence score. A simpleton with low Intelligence might nonetheless have great insight (High Wisdom). Wisdom is the most important ability for Scouts, but it's also important for characters wishing to be in-tune with their environment or characters who like to gamble. If you want your character to have keen senses, put a high score in Wisdom.

You apply your Wisdom modifier to: When a Force-Using character's Wisdom score permanently increases or decreases, their number of known Force Powers also changes. For every instance of the Force Training feat that you have, you gain one Force Power (Or an additional use of an already-known Force Power) for every point by which your Wisdom modifier increases.
 * Will Defense, generally for resisting certain Force Powers
 * Perception, Survival, and Treat Injury checks (The Skills with Wisdom as the key ability).
 * The number of Force Powers you learn when you take the Force Training feat.

Charisma (Cha)
Every creature has a Charisma score. Charisma measures a character's force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. It represents actual strength of personality and force of presence, not merely how others perceive you in a social setting. Charisma is most important for Nobles and Jedi.

You apply your Charisma modifier to:
 * Deception, Gather Information, Persuasion, and Use the Force checks (The Skills with Charisma as the key ability).