Ability Scores
A character is more than just their skills. Their core abilities define their strengths and weaknesses, shaping both physical and mental attributes—everything from reflexes and endurance to intelligence and willpower.
In Sentius: Last Enclave, abilities are divided into two categories:
- Primary Abilities – The core physical and mental traits of a character.
- Calculated Abilities – Secondary attributes derived from Primary Abilities.
Each plays a vital role in defining what a character can do and how they interact with the world.
Primary Abilities
Originally, the system had four primary categories—Agility, Endurance, Strength, and Quickness—with separate physical and mental states. However, distinguishing between "Mental Quickness" and "Mental Agility" became cumbersome, leading to a refined set of eight Primary Abilities:
Ability | Type | Description |
---|---|---|
Agility | Physical | Measures dexterity, flexibility, and coordination. |
Endurance | Physical | Represents overall health, stamina, and resilience. |
Intuition | Mental | Governs awareness, perception, and gut instinct. |
Presence | Mental | Defines charisma, confidence, and personal impact. |
Quickness | Physical | Reflects reaction speed, reflexes, and natural swiftness. |
Reasoning | Mental | Determines problem-solving ability, logical thinking, and comprehension. |
Strength | Physical | Represents raw physical power and the ability to apply force. |
Willpower | Mental | Measures determination, mental fortitude, and resistance to external pressures (fear, manipulation, etc.). |
How Primary Abilities Work
Each ability is measured similarly to skill training levels, using a die and a bonus:
✔ The die represents the maximum potential skill level for associated abilities.
✔ The bonus is used in Calculated Abilities (discussed below).
How Abilities Affect Skills
Each skill is influenced by two Primary Abilities, ensuring that different character builds can approach the same skills in unique ways.
When determining skill potential, take the highest die from the two related abilities—that value sets your maximum skill level.
Example: Perception
- Perception is based on Intuition + Willpower.
- If both abilities are d10+2, your max potential is Apprentice (d10+2).
- If one ability increases to d8+4, your max potential increases to Professional (d8+4).
This system allows for different character builds to excel in skills in unique ways.
Calculated Abilities
Calculated Abilities are derived from Primary Abilities and help define secondary mechanics like health, movement, and combat defenses.
Some are also influenced by hindrances and traits, rather than Primary Abilities alone.
Calculated Ability | Description |
---|---|
Cybernetic Die | Determines cybernetic durability. Default: [d0] (until cybernetics are installed). |
Defense (Melee) | Determines melee defense. (Average of Agility & Intuition) + 6. |
Defense (Ranged) | Determines ranged defense. (Average of Intuition & Quickness) + 6. |
Encumbrance | Measures maximum carrying capacity. (Average of Strength & Endurance) + 1. (Multiplied by 10, 20, or 30 for different load levels.) |
Faith Die | Determines Faith reserves for Totem Aspect Spells. (Average of Willpower & Intuition). |
Fatigue Maximum | Maximum fatigue before unconsciousness. (Average of Endurance & Willpower) + 1. |
Fear (NPCs Only) | Measures how intimidating a creature is. (Average of Presence & Strength) + 2. |
Grit Die | Extra resilience added to skill checks. ([2 - Hindrance + Trait]). |
Health Die | Determines max health. (Average of Endurance & Willpower). |
Initiative Speed | Determines reaction speed in combat. (Average of Intuition & Quickness). |
Mana Die | Determines mana reserves. (Average of Willpower & Reasoning). |
Psychic Die | Determines psychic energy reserves. (Average of Willpower & Presence). |
Resource Die | Represents available Enclave Credits. (Defaults to [d4], but can increase with traits/GM decisions.) |
Stability | Determines augmentation limit before losing one’s sense of self. (Average of Willpower & Endurance). |
Stride | Determines base movement speed in combat. (Average of Agility & Quickness) + 2. |
Stride Die | Determines running speed. (Average of Agility & Quickness). |
Survival Rating | Helps determine encounter difficulty. (Based on a formula combining combat abilities and defenses.) |
Scaling Calculated Abilities
Many Calculated Abilities use a tiered system based on averages.
Example: Health Die Progression
- 2 or less → d4
- 3-4 → d6
- 5-6 → d8
- 7-8 → d10
- 9+ → d12
Example: Initiative Speed & Fear (NPCs Only)
- 2 or less → d12+0
- 3-4 → d10+2
- 5-6 → d8+4
- 7-8 → d6+6
- 9-10 → d4+8
- 11+ → d2+10
This ensures that higher stats translate to better abilities in a structured way.
Final Thoughts
With 17 different Calculated Abilities, the system is designed for natural progression rather than strict numerical balance.
✔ This ensures that characters grow in ways that feel intuitive, allowing for diverse builds and specialization.
✔ Together, Primary and Calculated Abilities define a character’s physical and mental capabilities, creating a flexible system where attributes and skills are deeply interconnected.
What’s Next?
In future posts, we’ll explore:
✅ How these abilities influence combat, spellcasting, and survival.
✅ How different ability scores create unique character builds.
✅ How abilities and skills evolve over time.
Stay tuned! 🚀