Ability Score Generation Options

A Word of Explanation: Due to the possibility of obtaining undesirable outcomes, your first character may opt for a mulligan by paying 5,000 experience points. (Refer to the customized experience chart. Your first character begins play at level 11 with 400,000 experience points. Each character thereafter, the mulligan cost increases as the GM sees fit.) When you take a mulligan, you have to select a different option than your first. You can’t select any option more than once, no matter how many mulligans you take. You may revert to a previous outcome at any point, so there isn’t a whole lot of danger in choosing to try again, other than the experience cost.

Option 1: Classic
Roll 4d6 6 times, not counting the lowest die from each roll. Arrange the results among your six scores however you would like.

Option 2: Persistence Pays
Roll 3d6 8 times, reroll 1’s until there are no 1’s in your roll. Select the best 6 scores of the 8 rolls, and arrange the results among your six scores however you would like.

Option 3: Hold Your Breath
Roll the following and then arrange the results among your six scores however you would like: 1d12 + 6, 3d8, 2d8 + 1d6, 1d8 + 2d6, 3d6, 1d12 + 6

Option 4: Supernova
Roll the following dice, mark and mark the result of each individual die: 4d8’s, 8d6’s, 8d4’s. Then choose up to three results for each ability score. (You cannot use the same outcome for two separate scores.) There should be at least two unused dice results. Assign the rest to ability scores and determine your starting values.

Option 5: Methodology 101
Roll 2d6+1d8 keeping track of the results in order. The first result is Strength, the second Dexterity, the third Constitution, the fourth Intelligence, the fifth Wisdom, and the sixth, Charisma

Option 6: Decisive Actions
First: choose two of your ability scores. Roll 11d4 and assign six of the dice to one score and five to the other score.
Second: choose two of your remaining ability scores. Roll 6d6 and assign three of the dice to one score and the remaining three to the other score.
Third: you should have two final scores remaining. Roll 3d8 and split two dice for one score and one die for the other score. Add three to the score that got two dice and +6 to the score with one die.

Option 7: Tenacious Dice
For this method, you should grab 2d6, 1d4, 2d8. You now have five primary dice, and you will assign them an order 1 through 5. In addition, you need an additional three interruption dice (2d6 and 1d8).

Begin with Strength and roll dice in the order you assigned your primary dice. Only roll one die per ability. When you have rolled the five primary dice, you start over with the same order at the sixth ability score, then proceed back to the first ability score, not changing the order in which the primary dice are to be rolled.

However, you may use the interruption die instead of the next ‘scheduled’ die whenever you choose. You may use each interruption die available to you only once. It does not change the order of subsequent dice, it only delays the onset of those dice.

By the end of the process, make sure you have correctly assigned three dice results to each ability. This should be done in a grid progressing left to right with three rows, marking and ‘ID’ in a box when an interruption die was used. Add these values up to determine where your scores rest presently.

You now gain a bonus allotment. Roll a d4 to determine this amount. You may choose a number of your ability scores equal to the d4 result. You increase them by an additional 1 due to this bonus allotment.

Option 8: Quality Genes
You gain the following ability score values: 18, 16, 13, 12, 11, 10. Roll a d% for each ability score (Str, Dex, etc.). Assign the highest ability score to the his d% score, until they are all correctly assigned. This is your starting assignment of ability scores. If you have a tie among the d%, then you may choose which of those two gets the higher score.

Option 9: Soul Fate
For this option you choose an order for your six ability scores and work with the following chart:

Score Stat 1 Stat 2 Stat 3 Stat 4 Stat 5 Stat 6
20 1 2 2 1 2 2
19 2 1 2 2 1 2
18 2 2 1 2 2 1
17 1 1 2 1 1 2
16 1 2 1 1 2 1
15 2 1 1 2 1 1
14 1 2 1 2 1 2
13 1 1 1 1 1 1
12 1 0 1 0 1 0
11 0 1 0 1 0 1
10 0 0 0 0 0 0
9 0 -1 0 -1 0 -1
8 -1 0 -1 0 -1 0
7 -1 -1 -1 -1 -1 -1

In this method, you strictly follow the order you chose when you decided how you wanted to progress. Before assigning a value to your first ability score, you roll 2d4. This generates soul points. You spend soul points on ability scores, or you plunge the ability score to generate more soul points. Leftover soul points carry over to the next ability. When you have assigned your first ability score, then it is fated as such, you retain any extra soul points and roll 2d4 again.

When using the chart, note that the soul point ‘costs’ and ‘refunds’ are cumulative. Thus, the first ability score generates 1 bonus soul point when you lower it to 8, but two bonus soul points when you lower it to 7. Likewise, setting your second ability score to 14 costs 4 soul points and setting it to 15 costs 5.

Option 10: Sanity
You begin with the following starting scores, arrange them however you would like: 16, 14, 13, 12, 10, 8.

Ability Score Generation Options

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