The default method of generating ability scores for a random adventurer is quite easy. You roll 4d6, remove one of the dice (usually the lowest), and add up the remaining 3 dice. This generates your Brawn Score. Do this again for your Heartiness score, Agility Score, Precision Score, Logic Score, Reason score, Savvy score, and Presence score in that order. This should generate a random character with Ability Scores between 3 and 18.
A GM may set a different order for which you roll your scores, such as Brawn, Agility, Logic, Savvy, Heartiness, Precision, Reason, Presence. The order in which you generate your ability scores should be discussed in Session 0, and if it isn't discussed, assume it's the normal order in which ability scores are listed.
Once you have your ability scores, note them down, you can record the modifiers as well if you like. It is possible for your ability scores to change before play, so some folks may fill in their modifiers at the end.
<aside> <img src="/icons/die6_gray.svg" alt="/icons/die6_gray.svg" width="40px" /> The most common variant rules for ability scores
One of the most common variant rules is the ability to customize your ability scores. Using this method, rather than rolling for a specific ability scores, you roll the sum of “4d6 drop lowest” a total of 8 times, generating 8 numbers between 3 and 18. Then you simply assign them to your ability score as you see fit.
Alternatively, if you are a GM who wishes for all characters to be even, you can use a “Standard Array” Each character gains the following ability scores to assign as they wish: 16, 14, 13, 12, 10, 9, 8, 7 This gives all characters 3 ability scores that have a positive bonus, one with a negative bonus, and 4 scores with no bonus. Several of these bonuses are closer than others to others if you wish to do ability score training. Apply racial bonuses after assigning your scores as normal.
People may wish to do a point buy, which has become common. If you wish to do point buy, you have 37 points to spend, and you can purchase the following ability scores for the listed number of points. As you can see, the standard array is the same as a 37 point buy, but you can have a little more variety with your ability scores if done this way.
| Score | Point Cost | Score | Point Cost | |
|---|---|---|---|---|
| 7 | 0 | 13 | 6 | |
| 8 | 1 | 14 | 8 | |
| 9 | 2 | 15 | 10 | |
| 10 | 3 | 16 | 12 | |
| 11 | 4 | 17 | 15 | |
| 12 | 5 | 18 | 19 | 
I do recommend that people attempt to use the default generation. As much of a “bummer” as rolling your ability scores down the line can be, it is in the spirit of the game. You should be creating a random character, and playing that character as long as you like. If you don’t like them, the GM guide will have rules for bringing in new characters, and not losing all of your progress in your campaign.
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Although your ability scores are numbers between 1 and 30, these scores are not often used. Rather your ability score modifiers are used instead. Your modifiers are based on your score.
| Score | Modifier | Score | Modifier | |
|---|---|---|---|---|
| 2 | -4 | 8 - 12 | 0 | |
| 3 | -3 | 13 - 15 | +1 | |
| 4 - 5 | -2 | 16 - 17 | +2 | |
| 6 - 7 | -1 | 18 - 19 | +3 | 
When random rolling a character, there is potential to generate a character who is simply not suited for adventuring. If you add up all of your characters ability score modifiers, and they are -2 or lower, reroll your character (unless you want to play that way!). Additionally, if you have two ability scores that are 6 or lower, you should reroll your character (again, unless you want to keep it).
Some GMs may have additional stipulations for allowing you to start over with new rolls, or methods of handling new rolls, furthering the importance of a session 0.
As you create your character, and go on adventures, you will have small chances to improve ability scores.
Some ability scores are loosely tied together for the purposes of equalization. For example, brawny characters tend to also be hearty, but you may have rolled an excellent brawn score with a poor heartiness score. Although a character can be both high brawn and low heartiness, it’s not as likely, which is why equalization works.
For the purposes of ability score equalization, treat the following scores as “tied together”
Brawn and Heartiness
Logic and Reason
Agility and Precision
Savvy and Presence
Any character can select 1 pair of ability scores listed above to equalize. Selecting that pair then allows you to decrease one score by 1 point to increase the other score by 1 point. You must always do this “towards” each other (the scores need to grow closer together).
For example, we rolled 8 Brawn and 14 Heartiness, and selected Brawn and Heartiness to equalize. I can increase my brawn to 9 by reducing my heartiness to 13. I can also do 10/12 and 11/11 in this way.