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Every character has six basic Ability Scores:
<div class="toclimit-1"><div style="float:left; margin-right: 20px">__TOC__</div></div>
 
{| class="wikitable" style="float:right; 10px; margin-left: 10px;"
* Strength (STR)
|+ Table: Ability Theme Values
 
! style="text-algin:left;" | Score  
* Dexterity (DEX)
! Modifier
 
! Die
* Constitution (CON)
 
* Intelligence (INT)
 
* Wisdom (WIS)
 
* Charisma (CHA)
 
The Score of these Abilities ranges from 0 to infinity.  A limit, if any, will be specified in the rules.  The normal human range is 3 to 18. It is possible for a creature to have a score of "none".  A score of "none" is not the same as a score of "0".  A score of "none" means that the creature does not possess the ability at all.  The modifier for a score of "none" is +0.
A character with a CON of 0 is dead.  A 0 in any other score means the character is helpless and cannot move.
Keeping track of negative ability score points is never necessary. A character’s ability score can’t drop below 0.
 
== Ability Modifiers ==
Each ability will have a modifier. The modifier can be calculated using this formula:
 
(ability/2) -5 [round result down]
 
The modifier is the number you add to or subtract from the die roll when your character tries to do something related to that ability. A positive modifier is called a bonus, and a negative modifier is called a penalty. Below is a table showing the score and the associated modifier.
 
{| class="wikitable" style="10px;"
|+ Table: Ability Score Modifiers
! style="text-algin:left;" | Ability Score  
! Modifier
|-
|-
| 1  || –5                                                                                                                                                                                
| None || 0 || 0
|-
| 1  || –5 || -d6                                                                                                                                                                   
|-
|-
| 2–3  || –4                                                                                                                                                                              
| 2–3  || –4 || -d6                                                                                                                                                                         
|-
|-
| 4–5  || –3                                                                                                                                                                              
| 4–5  || –3 || -d4                                                                                                                                                                       
|-
|-
| 6–7  || –2                                                                                                                                                                              
| 6–7  || –2 || -d4                                                                                                                                                                       
|-
|-
| 8–9  || –1                                                                                                                                                                              
| 8–9  || –1 || -d2                                                                                                                                                                       
|-
|-
| 10–11  || 0                                                                                                                                                                            
| 10–11  || 0 || -                                                                                                                                                                       
|-
|-
| 12–13  || 1  
| 12–13  || +1 || +d2
|-
|-
| 14–15  || 2  
| 14–15  || +2 || +d2
|-
|-
| 16–17  || 3  
| 16–17  || +3 || +d4
|-
|-
| 18–19  || 4  
| 18–19  || +4 || +d4
|-
|-
| 20–21  || 5  
| 20–21  || +5 || +d6
|-
|-
| 22–23  || 6  
| 22–23  || +6 || +d6
|-
|-
| 24–25  || 7  
| 24–25  || +7 || +d8
|-
|-
| 26–27  || 8  
| 26–27  || +8 || +d8
|-
|-
| 28–29  || 9  
| 28–29  || +9 || +d10
|-
|-
| 30–31  || 10  
| 30–31  || +10 || +d10
|-
|-
| 32–33  || 11  
| 32-33 || +11 || +d12
|-
|-
| 34–35  || 12
|-
| 36–37  || 13
|-
| 38–39  || 14
|-
| 40–41  || 15
|-
| 42–43  || 16
|-
| 44–45  || 17
|}
|}


== Use Of Ability Scores ==
Below are the rules for Ability Themes and how they affect a Player's Character. This is a quick summary of the Ability Theme rules for Players. However, the [[Ability Themes In Depth]] page has a more detailed review of each Ability which could help with roleplaying as well as information that the GM may find useful.  
;Strength
Any creature that can physically manipulate other objects has at least 1 point of Strength.  
A creature with no Strength score can't exert force, usually because it has no physical body or because it doesn't move. The creature automatically fails Strength checks. If the creature can attack, it applies its Dexterity modifier to its base attack instead of a Strength modifier.  


;Dexterity
;<u>A quick summary</u>: Each Character has six '''Ability Themes''' that represent the Character's capabilities and how well that Character can perform different actions. These themes are as follows: '''Strength (STR)''', '''Dexterity (DEX)''', '''Constitution (CON)''', '''Intelligence (INT)''', '''Wisdom (WIS)''', '''Charisma (CHA)'''. Themes have an associated '''Score''', '''Modifier''', and '''Die''' that affect nearly every aspect of a Character. The table to the right shows you the Ability Themes and their associated Score/Modifier/Die. Scores are determined during Character creation and can be [[Ability_Themes#Changing_Ability_Scores|changed]] as the Character levels. The Modifier is determined by the Score using this formula '''(Ability Score / 2) - 5 (round down)'''. While the Die is determined with the Modifier, it is rounded up to the nearest even number as the Die value.
Any creature that can move has at least 1 point of Dexterity.  
A creature with no Dexterity score can't move. If it can act, it applies its Intelligence modifier to initiative checks instead of a Dexterity modifier. The creature fails all Reflex saves and Dexterity checks.  
: The Player chooses the scores of each Ability Theme for his/her Character as part of the [[Character_Creation_and_Advancement|Character Creation]] process. The exact step is [[Character_Creation_and_Advancement#Ability_Themes|here]].  


;Constitution
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If a character's Constitution changes enough to alter his or her Constitution modifier, his or her hit points also increase or decrease accordingly at the same time.
white-space: -moz-pre-wrap;
Any living creature has at least 1 point of Constitution.  
white-space: -pre-wrap;
A creature with no Constitution has no body or no metabolism. It is immune to any effect that requires a Fortitude save unless the effect works on objects. The creature is also immune to ability damage, ability drain, energy drain, and massive damage, and always fails Constitution checks.
white-space: -o-pre-wrap;
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Editing Your Character Sheet: The ability scores can be recorded on the Character sheet to the top left of the first page just under the Future Path Logo.  
</pre>


;Intelligence
== Ability Themes Overview ==
Any creature that can think, learn, or remember has at least 1 point of Intelligence.  
Below is an overview of the '''Six Core Ability Themes''' that make up a Character. Since a person cannot so easily be summed up in just six words, these are considered general '''Themes''' that sum up a group of concepts. Below each Ability theme, you will see three keywords that attempt to state what the theme is trying to represent. Below are three keywords and a few sentences that attempt to summarize how this ability may affect roleplay and gameplay.  
A creature with no Intelligence score is an automaton, operating on simple instincts or programmed instructions. It is immune to all mind-influencing effects (charms, compulsions, phantasms, patterns and morale effects) and automatically fails Intelligence checks.  


;Wisdom
For a more in-depth look into each ability, please visit the [[Ability_Themes_In_Depth|Ability Themes In Depth]] page.
Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom.
Anything with no Wisdom score is an object, not a creature. Anything without a Wisdom score also has no Charisma score, and vice versa.  


;Charisma
=== Strength (Str) ===
Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma.  
----
- '''Power''', '''Muscle''', '''Capacity'''
;Summary: The physical strength of a Character that directly effects a Character's melee effectiveness providing a bonus to both accuracy and damage of melee attacks. This also can help determine Characters carrying capacity. The Dimension Knight and Helix Warrior both directly benefit from their Strength in and out of combat.
 
=== Dexterity (Dex) ===
----
- '''Quickness''', '''Finesse''', '''Subtlety'''
;Summary: This is the swift response and delicate moves of a Character. This directly affects how well a Character can aim a ranged weapon by providing an accuracy bonus to ranged combat. A dexterous Character may also find it easier to move stealthily and do sleight of hand tricks. Piloting and generic acrobatic checks are also improved with dexterity. Lastly, Dexterity is one half of a Character Initiative score, representing how quick the character can physically react once they're aware of the danger.
 
=== Constitution (Con) ===
----
- '''Vitality''', '''Durability''', '''Toughness'''
;Summary: This is the physical fitness and general health of a Character. This provides a direct bonus to a Character's max hit points every level. It can also help stave off death if a Character is bleeding out. Consitution is used for checks against poison as well as if a Character gets drunk.
 
=== Intelligence (Int) ===
----
- '''Comprehension''', '''Brilliance''', '''Industrious'''
;Summary: A well-practiced mind that is able to affect and understand the world around them through their knowledge. An Intellectual Character will be able to more easily recall their studies in History, Science, Philosophy, Culture, and even Current Events. They will find it easier to craft items for their benefit. They can more easily study objects to reveal secrets others can not perceive. They are generally better at disabling devices such as locks and computer systems. In combat, Intelligence is used by the Smart Hero Path to study targets for bonuses. The Engineer, Electric Savant, and Technosavant can also use their intelligence in combat to help them win.
 
=== Wisdom (Wis) ===
----
- '''Intuition''', '''Focus''', '''Awareness'''
;Summary: A Character who possesses a flexible mind and a strong will. Wisdom can help a character be aware of their surroundings and sense when someone may be dishonest with them. They are also more capable of treating others injuries and spending their money and time wisely with their profession if they have one. Wisdom is one half of a Character's Initiative score and represents their awareness of their surroundings and commitment to action. Xenophiles, Tracers, Combat Medic and Helix Warrior all benefit from Wisdom in combat situations.
 
=== Charisma (Cha) ===
----
- '''Glamour''', '''Dominating''', '''Presence'''
;Summary: A Charismatic Character isn't necessarily beautiful or likable but those traits are both common and helpful for them. Charisma more accurately represents a Character that can easily influence others. Charismatic Characters find themselves in command and leadership positions. They can more easily Bluff, Intimidate and Negotiate their way out of situations. They can also more easily deceive people with a disguise. The Envoy, Field Officer and Swindler use their Charisma to benefit them in combat.


== Changing Ability Scores ==
== Changing Ability Scores ==
Ability scores can increase with no limit.  
Ability scores can increase as a Character levels up. Level up improvements to Ability Scores happen when a Character levels up at '''4th''', '''8th''', '''12th''', '''16th''', '''20th''' following the [[Character_Creation_and_Advancement#Advancement|Advancement]] rules. The hightest a Character Ability score can be is 30. Only improvements using Items or Difficulty rules can make a Character go higher. This doesn't count for monsters/creatures or other non-player Characters.  
Poisons, diseases, and other effects can cause temporary ability damage. Ability points lost to damage return naturally, typically at a rate of 1 point per day for each affected ability.
 
As a character ages, some ability scores go up and others go down.  
Poisons, Diseases, and other effects can cause temporary ability damage. Ability scores lost to damage return naturally, typically at a rate of 1 point per day for each affected ability. More information on Ability healing [[Health_and_Injury#Ability_Healing|here]].
When an ability score changes, the modifier associated with that score also changes.
 
'''Optional Roleplaying rule''': As a character age, some ability scores go up and others go down. A senior citizen has a -2 to Constitution, -1 to either Strength or Dex, and a -1 to Charisma. But a +2 to either Intelligence or Wisdom. They also gain 2 free Skill Points to spend on any Knowledge Skill and +1 to Profession Skill Rank.

Latest revision as of 02:21, 7 October 2025

Table: Ability Theme Values
Score Modifier Die
None 0 0
1 –5 -d6
2–3 –4 -d6
4–5 –3 -d4
6–7 –2 -d4
8–9 –1 -d2
10–11 0 -
12–13 +1 +d2
14–15 +2 +d2
16–17 +3 +d4
18–19 +4 +d4
20–21 +5 +d6
22–23 +6 +d6
24–25 +7 +d8
26–27 +8 +d8
28–29 +9 +d10
30–31 +10 +d10
32-33 +11 +d12

Below are the rules for Ability Themes and how they affect a Player's Character. This is a quick summary of the Ability Theme rules for Players. However, the Ability Themes In Depth page has a more detailed review of each Ability which could help with roleplaying as well as information that the GM may find useful.

A quick summary
Each Character has six Ability Themes that represent the Character's capabilities and how well that Character can perform different actions. These themes are as follows: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), Charisma (CHA). Themes have an associated Score, Modifier, and Die that affect nearly every aspect of a Character. The table to the right shows you the Ability Themes and their associated Score/Modifier/Die. Scores are determined during Character creation and can be changed as the Character levels. The Modifier is determined by the Score using this formula (Ability Score / 2) - 5 (round down). While the Die is determined with the Modifier, it is rounded up to the nearest even number as the Die value.
The Player chooses the scores of each Ability Theme for his/her Character as part of the Character Creation process. The exact step is here.
Editing Your Character Sheet: The ability scores can be recorded on the Character sheet to the top left of the first page just under the Future Path Logo. 

Ability Themes Overview

Below is an overview of the Six Core Ability Themes that make up a Character. Since a person cannot so easily be summed up in just six words, these are considered general Themes that sum up a group of concepts. Below each Ability theme, you will see three keywords that attempt to state what the theme is trying to represent. Below are three keywords and a few sentences that attempt to summarize how this ability may affect roleplay and gameplay.

For a more in-depth look into each ability, please visit the Ability Themes In Depth page.

Strength (Str)


- Power, Muscle, Capacity

Summary
The physical strength of a Character that directly effects a Character's melee effectiveness providing a bonus to both accuracy and damage of melee attacks. This also can help determine Characters carrying capacity. The Dimension Knight and Helix Warrior both directly benefit from their Strength in and out of combat.

Dexterity (Dex)


- Quickness, Finesse, Subtlety

Summary
This is the swift response and delicate moves of a Character. This directly affects how well a Character can aim a ranged weapon by providing an accuracy bonus to ranged combat. A dexterous Character may also find it easier to move stealthily and do sleight of hand tricks. Piloting and generic acrobatic checks are also improved with dexterity. Lastly, Dexterity is one half of a Character Initiative score, representing how quick the character can physically react once they're aware of the danger.

Constitution (Con)


- Vitality, Durability, Toughness

Summary
This is the physical fitness and general health of a Character. This provides a direct bonus to a Character's max hit points every level. It can also help stave off death if a Character is bleeding out. Consitution is used for checks against poison as well as if a Character gets drunk.

Intelligence (Int)


- Comprehension, Brilliance, Industrious

Summary
A well-practiced mind that is able to affect and understand the world around them through their knowledge. An Intellectual Character will be able to more easily recall their studies in History, Science, Philosophy, Culture, and even Current Events. They will find it easier to craft items for their benefit. They can more easily study objects to reveal secrets others can not perceive. They are generally better at disabling devices such as locks and computer systems. In combat, Intelligence is used by the Smart Hero Path to study targets for bonuses. The Engineer, Electric Savant, and Technosavant can also use their intelligence in combat to help them win.

Wisdom (Wis)


- Intuition, Focus, Awareness

Summary
A Character who possesses a flexible mind and a strong will. Wisdom can help a character be aware of their surroundings and sense when someone may be dishonest with them. They are also more capable of treating others injuries and spending their money and time wisely with their profession if they have one. Wisdom is one half of a Character's Initiative score and represents their awareness of their surroundings and commitment to action. Xenophiles, Tracers, Combat Medic and Helix Warrior all benefit from Wisdom in combat situations.

Charisma (Cha)


- Glamour, Dominating, Presence

Summary
A Charismatic Character isn't necessarily beautiful or likable but those traits are both common and helpful for them. Charisma more accurately represents a Character that can easily influence others. Charismatic Characters find themselves in command and leadership positions. They can more easily Bluff, Intimidate and Negotiate their way out of situations. They can also more easily deceive people with a disguise. The Envoy, Field Officer and Swindler use their Charisma to benefit them in combat.

Changing Ability Scores

Ability scores can increase as a Character levels up. Level up improvements to Ability Scores happen when a Character levels up at 4th, 8th, 12th, 16th, 20th following the Advancement rules. The hightest a Character Ability score can be is 30. Only improvements using Items or Difficulty rules can make a Character go higher. This doesn't count for monsters/creatures or other non-player Characters.

Poisons, Diseases, and other effects can cause temporary ability damage. Ability scores lost to damage return naturally, typically at a rate of 1 point per day for each affected ability. More information on Ability healing here.

Optional Roleplaying rule: As a character age, some ability scores go up and others go down. A senior citizen has a -2 to Constitution, -1 to either Strength or Dex, and a -1 to Charisma. But a +2 to either Intelligence or Wisdom. They also gain 2 free Skill Points to spend on any Knowledge Skill and +1 to Profession Skill Rank.