TEXT: Ability Scores 
  Strength  
  This is how strong you are.  Strength determines your attack accuracy in grapples, melee, and unarmed 
  combat, and it determines the amount of bonus damage you deal with a successful melee or unarmed strike.  
  Strength also determines your load capacity, the amount of weight you can carry with you before becoming 
  encumbered.   
  Dexterity 
  This is how agile and quick you are.  Dexterity determines your attack accuracy in ranged combat.  Dexterity 
  also determines your natural defense through quickness and dodging blast-effect attacks.    
  Constitution 
  This is your health and stamina.  Constitution determines whether 
  you have better or poorer health and the threshold of pain that you 
  can endure.  Constitution affects your survival chances against 
  chemical use, wasteland diseases, and poisons. 
  Intelligence 
  This is how big your brain is and measures your level of smarts.  
  Intelligence determines the bonus amount of skill points (if any) 
  earned at each level of advancement.    
  Wisdom 
  This is your perception and reasoning, the sense of knowing right 
  from wrong and common sense.  Wisdom determines your power of 
  deduction and overall willpower against charms and chemical 
  withdrawal. 
  Charisma 
  This is your attitude and charm.  Charisma determines your 
  appearance (inside and outside), likeability to others, and your 
  influence over them.   
  Ability Score 
  Score 
  Modifier 
  Score 
  Modifier 
  0* 
  —  
  15 
  +2 
  16 
  +3 
  1 
  –5 
  17 
  +3 
  2 
  –5 
  18 
  +4 
  3 
  –4 
  19 
  +4 
  4 
  –3 
  20 
  +5 
  5 
  –3 
  21 
  +5 
  6 
  –2 
  22 
  +6 
  7 
  –2 
  23 
  +6 
  8 
  –1 
  24 
  +7 
  9 
  –1 
  25 
  +7 
  10 
  0 
  26 
  +8 
  11 
  0 
  27 
  +8 
  12 
  +1 
  28 
  +9 
  13 
  +1 
  29 
  +9 
  14 
  +2 
  30 
  +10 
  * If any Ability Score except Constitution reaches 0, the  
  character is  incapacitated, unconscious, and considered  
  helpless.  If the character’s Constitution score reaches 0, 
  the character is dead.  
   OGL
  Modern 
  Survivor’s Guide 
  Update 
  
  Exodus OGL Update 
  Glutton Creeper Games ©2009 
  2 
  Ability Score Generation 
  Ability Score generation varies by the selected method, as presented below.  An Overseer will approve the best 
  method of generation for his Exodus campaign.    
  Method 1: Classic RPG 
  The Classic method of generating Ability Scores in an OGL setting is by rolling 3d6 and adding the total result to a 
  score of the player’s choice.  Continue to roll 3d6 until each of the 6 Ability Score is assigned a number.  Add any 
  modifiers to the Ability Scores from Race or Traits after all Scores are placed.     
  Method 2: Classic Plus  
  The Classic Plus method of generating Ability Scores mimics the Classic method by rolling 3d6 and adding the total 
  result to a score of the player’s choice.  Continue to roll 3d6 until each of the 6 Ability Scores is assigned a number. 
  Then, take one of the Ability Scores (usually the lowest) and re-roll the result, taking either the new or the old result.  
  Add any modifiers to the Ability Scores from Race or Traits after all Scores are placed. 
  Method 3: Power Classic 
  The Power Classic method of generating Ability Scores mimics the Classic method also; however, the player rolls 
  4d6 taking the best 3 dice and assigning the total result to a score of the player’s choice.  Continue to roll 4d6, taking 
  the best 3 dice, until each of the 6 Ability Scores is assigned a number.  Add any modifiers to the Ability Scores 
  from Race or Traits after all Scores are placed. 
  Method 4: Point-Buy    
  The Point-Buy method of generating Ability Scores allows the player to pick his 
  Ability Scores based on a set number of points on the adjoining sidebar.  Each of 
  the character’s Ability Scores starts at a base of 8 and can be adjusted up or down 
  using the point-buy method to spend or gain points.  Exodus uses a base of 28 
  points for player characters to buy Ability Scores, but this number can be 
  adjusted by the Overseer to make less (25 points) or more (32 points) powerful 
  characters.  Add any modifiers to the Ability Scores from Race or Traits after all 
  Ability Scores are placed.  No Ability Score can be less than 4 after modifiers are 
  added.  If a modifier results in a score of less than 4, the player must buy up the 
  score before the modifier is added to generate at least a final score of 4 in that 
  Ability.  
  Experience  
  Experience (EXP) is what gauges a character’s overall power.  All characters start at 0 experience (level 1) 
  and must learn life lessons through experiencing the world.  Experience is earned through a variety of life 
  lessons from Combat, Role-Playing, and Situational Encounters, as well as bonuses for Story Completion.  
  Each type of encounter handles EXP differently.  Combat Experience is detailed in the Exodus Bestiary while 
  the other forms of Experience are detailed in the Overseers Guide (Winter 2009). 
  All character races require a goal number (as denoted on the experience table below) to obtain the next level 
  of experience.  Once a character achieves the required amount of experience the player updates his character 
  to that level of achievement.  The player may advance his current character class level by one, or add another 
  base class or advance class at its lowest class level to his Experience Level. Characters with multiple class 
  levels may select what class to advance in level upon meeting this goal, and they only gain the numeric 
  adjustments and abilities from that class level.  See Multi-Class in Chapter 1, Section 3 of the Exodus 
  Survivor’s Guide.     
   
   
   
  Point  
  Cost 
  Ability 
  Score 
  Point  
  Cost 
  Ability  
  Score 
  –4 
  5 
  5 
  13 
  –2 
  6 
  6 
  14 
  –1 
  7 
  8 
  15 
  0 
  8 
  10 
  16 
  1 
  9 
  13 
  17 
  2 
  10 
  16 
  18 
  3 
  11 
  20 
  19 
  4 
  12 
  24 
  20 
  
  Exodus OGL Update 
  Glutton Creeper Games ©2009 
  3 
  Experience Table 
  EXP 
  Level 
  Humans 
  Bio-Mutants 
  Dregs/Ghuls 
  Symbiotic 
  Mutants 
  Trans-Genetic 
  Mutants 
  Acquired Ability 
  1 
  0 
  0 
  0 
  0 
  0 
  Feat 
  Talent 
  2 
  1000 
  1200 
  1300 
  1150 
  1500 
  — 
  3 
  3000 
  3600 
  3900 
  3450 
  4500 
  Feat 
  4 
  6000 
  7200 
  7800 
  6900 
  9000 
  Stat Increase +1 
  5 
  10000 
  12000 
  13000 
  11500 
  15000 
  Talent 
  6 
  15000 
  18000 
  19500 
  17250 
  22500 
  Feat 
  7 
  21000 
  25200 
  27300 
  24150 
  31500 
  — 
  8 
  28000 
  33600 
  36400 
  32200 
  42000 
  Stat Increase +1 
  9 
  36000 
  42200 
  46800 
  41400 
  54000 
  Feat 
  10 
  45000 
  54000 
  58500 
  51750 
  67500 
  Talent 
  11 
  55000 
  66000 
  71500 
  63250 
  82500 
  — 
  12 
  66000 
  79200 
  85800 
  75900 
  99000 
  Stat Increase +1 
  Feat 
  13 
  78000 
  93600 
  101400 
  89700 
  117000 
  — 
  14 
  91000 
  109200 
  118300 
  104650 
  136500 
  — 
  15 
  105000 
  126000 
  136500 
  120750 
  157500 
  Feat 
  Talent 
  16 
  120000 
  144000 
  156000 
  138000 
  180000 
  Stat Increase +1 
  17 
  136000 
  163200 
  176800 
  156400 
  204000 
  — 
  18 
  153000 
  183600 
  198900 
  175950 
  229500 
  Feat 
  19 
  171000 
  205200 
  222300 
  196650 
  256500 
  — 
  20 
  190000 
  228000 
  247000 
  218500 
  285000 
  Stat Increase +1 
  Talent 
  Acquired Abilities 
  At certain levels of Experience, a character gains an acquired ability that enhances the character’s overall 
  abilities.  Acquired abilities are broken up into three field as denoted below: 
  Feat 
  A character gains an acquired feat at first level and every level divisible by 3 thereafter.  The character may 
  select any feat that he meets the requirements for. 
  Stat Increase 
  A character gains a +1 Ability Point statistic increase at every level divisible by 4.  This is a bonus increase and 
  does not count toward any ability generation or character build.  The character may add the +1 Stat Increase 
  to any Ability Score of his choosing. 
  Talent 
  A character gains an acquired talent at first level and every level divisible by 5.  
  The character may select any talent that he meets the requirements for. 
   
   
  
SOURCE: textdata/thevault/Exodus/Exodus {Game books}/Exodus - Survivor's Guide Update.pdf