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Ability Scores

· 5 min read
Richard Miller
Game Designer and Engineer

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 AbilitiesSecondary 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 categoriesAgility, 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:

AbilityTypeDescription
AgilityPhysicalMeasures dexterity, flexibility, and coordination.
EndurancePhysicalRepresents overall health, stamina, and resilience.
IntuitionMentalGoverns awareness, perception, and gut instinct.
PresenceMentalDefines charisma, confidence, and personal impact.
QuicknessPhysicalReflects reaction speed, reflexes, and natural swiftness.
ReasoningMentalDetermines problem-solving ability, logical thinking, and comprehension.
StrengthPhysicalRepresents raw physical power and the ability to apply force.
WillpowerMentalMeasures 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 AbilityDescription
Cybernetic DieDetermines 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.
EncumbranceMeasures maximum carrying capacity. (Average of Strength & Endurance) + 1. (Multiplied by 10, 20, or 30 for different load levels.)
Faith DieDetermines Faith reserves for Totem Aspect Spells. (Average of Willpower & Intuition).
Fatigue MaximumMaximum fatigue before unconsciousness. (Average of Endurance & Willpower) + 1.
Fear (NPCs Only)Measures how intimidating a creature is. (Average of Presence & Strength) + 2.
Grit DieExtra resilience added to skill checks. ([2 - Hindrance + Trait]).
Health DieDetermines max health. (Average of Endurance & Willpower).
Initiative SpeedDetermines reaction speed in combat. (Average of Intuition & Quickness).
Mana DieDetermines mana reserves. (Average of Willpower & Reasoning).
Psychic DieDetermines psychic energy reserves. (Average of Willpower & Presence).
Resource DieRepresents available Enclave Credits. (Defaults to [d4], but can increase with traits/GM decisions.)
StabilityDetermines augmentation limit before losing one’s sense of self. (Average of Willpower & Endurance).
StrideDetermines base movement speed in combat. (Average of Agility & Quickness) + 2.
Stride DieDetermines running speed. (Average of Agility & Quickness).
Survival RatingHelps 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 lessd4
  • 3-4d6
  • 5-6d8
  • 7-8d10
  • 9+d12

Example: Initiative Speed & Fear (NPCs Only)

  • 2 or lessd12+0
  • 3-4d10+2
  • 5-6d8+4
  • 7-8d6+6
  • 9-10d4+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! 🚀


Explore the Documentation