Ability Scores
Ability scores will be generated using the "Organic" method:
1. Roll 4d6, drop the lowest, six times and record the results in order.
2. Reroll any one result, taking the better of the two results.
3. Switch any two, and only two, results.
For example:
1. The initial dice rolls are:
Str: 14 Dex: 16 Con: 17 Int: 14 Wis: 12 Cha: 9
2. Rerolling the Charisma score:
Str: 14 Dex: 16 Con: 17 Int: 14 Wis: 12 Cha: 13
3. Then, switching the Constitution and Charisma scores:
Str: 14 Dex: 16 Con: 13 Int: 14 Wis: 12 Cha: 17
This set of abilities would, perhaps, make a good charming thief, witty swashbuckler, outlawed archer, or popular gladiator.
Rerolling
You may reroll your ability scores as many times as you wish. However, the you must create NPCs out of any and all unused sets of ability scores. A complete stat block with classes, levels, etc. is NOT required. The ability scores, a name or "job title", and a short paragraph describing the NPC is.
For example:
example NPC said:
Crazy Zeke
Str: 9 Dex: 14 Con: 16 Int: 11 Wis: 7 Cha: 13
Crazy Zeke is an crotchety old hermit who wanders the world in his spare time. He is spry and as healthy as a horse, though he's a little scrawny and is obviously a few arrows short of a quiver. The players might meet him anywhere, and anywhere he meets them he knows the local area like the back of his hand. He's an excellent guide, survivalist and tracker, and can generally lead the PC's to anywhere they need to go for a nominal fee.
In addition, if your scores are too low, you may scrap them and roll all six ability scores again, without creating an NPC from them. Your scores are considered too low if the sum of your ability modifiers (before adjustments because of Traits) is +1 or lower, or if your highest score is 13 or lower.