This is the relevent section of character creation from chapter 1

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Step 1: AttributesYour most basic strengths and weaknesses are defined by six “attributes” — three physical (Strength, Dexterity, Constitution) and three mental (Intelligence, Wisdom, and Charisma).
Strength (Str): Physical power and musculature.
Dexterity (Dex): Physical grace.
Constitution (Con): Health and toughness.
Intelligence (Int): Ability to learn and reason.
Wisdom (Wis): Common sense, intuition, and perception.
Charisma (Cha): Attractiveness, personality, persuasiveness, and guile.
Each attribute begins with a score of 8 to 18 and generates a modifier. Scores of 10 and 11 are average for most characters and grant a modifier of +0. For every 2 points above or below this range, the modifier increases or decreases by 1, as shown on Table 1.XX: Attribute Scores. These modifiers are applied to many things, as shown in the Skills section of Chapter 2 and Table 1.XX: Attribute Modifiers.
Starting Attribute ScoresYou have 36 points to spend on attributes. Costs are shown on Table 1.XX Attribute Scores. Assign the highest scores to represent your strengths and the lowest scores to represent your weaknesses. Keep in mind that many classes benefit from certain attributes and that your Origin often adjusts your starting attributes.
Example: Kevin uses his 36 points to purchase a Strength of 13 (6 points), a Dexterity of 15 (11 points), a Constitution of 11 (3 points), an Intelligence of 12 (4 points), a Wisdom of 12 (4 points), and a Charisma of 14 (8 points).
Table 1.XX: Attribute ScoresScore Cost Modifier1 — * –5
2-3 — * –4
4-5 — * –3
6-7 — * –2
8 0 –1
9 1 –1
10 2 +0
11 3 +0
12 4 +1
13 6 +1
14 8 +2
15 11 +2
16 14 +3
17 18 +3
18 22 +4
19 — * +4
20-21 — * +5
22-23 — * +6
24-25 — * +7
Etc. — * Etc.
* This score may not be purchased at character creation.
Table 1.XX: Attribute ModifiersAttribute - Applications (Excluding Skills)Strength - Attacks (Melee, Unarmed), Damage (Melee, Unarmed, Hurled)
Dexterity - Attacks (Ranged), Initiative, Defense, Reflex Saves
Constitution - Vitality per level, Fortitude saves
Intelligence - Skill points per level
Wisdom - Will saves
Charisma - Disposition, Wealth
ImpairmentA character’s attribute scores may change over time, sometimes temporarily, sometimes permanently. When a change is permanent, all of your affected scores change accordingly. The same is true of temporary changes, except for wounds, vitality points, skill points, and skill focuses, which are only affected by permanent attribute changes.
When an attribute is temporarily impaired, half the lost points are regained at the end of each scene (rounded up).
Example: Kevin temporarily loses 3 points of Dexterity, dropping his score from 16 to 13 and his modifier from +3 to +1. This reduces his ranged attack bonus, Initiative bonus, Defense, Reflex save bonus, and Dex-based skill check bonuses by 2 each. At the end of the scene he recovers 2 points and his modifier rises to +2. The impairment will be fully recovered at the end of the following scene.
An attribute may not drop below 0. When one or more attributes drops to 0, you immediately fall unconscious until the score is restored to at least 1.