Ability Themes: Difference between revisions
| Line 92: | Line 92: | ||
== Changing Ability Scores == | == Changing Ability Scores == | ||
Ability scores can increase | 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 | 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]]. | ||
'''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. | '''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. | ||
Revision as of 03:09, 16 October 2019
| Ability Score | Modifier |
|---|---|
| 1 | –5 |
| 2–3 | –4 |
| 4–5 | –3 |
| 6–7 | –2 |
| 8–9 | –1 |
| 10–11 | 0 |
| 12–13 | 1 |
| 14–15 | 2 |
| 16–17 | 3 |
| 18–19 | 4 |
| 20–21 | 5 |
| 22–23 | 6 |
| 24–25 | 7 |
| 26–27 | 8 |
| 28–29 | 9 |
| 30–31 | 10 |
Below are the rules for Ability Themes and how they affect a Player's Character. For most players, this page is all that is necessary to read. 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). These Themes have an associated Ability Score and Modifier which affects nearly every aspect of a Character's Skills, Talents, and actions. The table to the right shows you the Ability Score and its associated Modifier. The modifier can be calculated using this formula (Ability Score / 2) - 5 (round down).
- 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.
- The score of these Abilities ranges from 0 to infinity. The Natural limit for a Character is 30 and it cannot go below 0. Normally a Character has a number between 8 and 16 where the average or norm for a species is usually 10. 10 provides +0 modifier neither taking away from a result of adding to it. Anything below a 10 and the Character will take negatives when trying to perform actions associated with that Ability.
- It is possible for a monster 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.
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. A person cannot so easily be summed up in just 6 words so these are general Themes that sum up a group of concepts. Below each Ability theme, you will see 3 words that can quickly sum up what the theme itself is trying to represent. Below is a summary that attempts to quickly explain how this ability may affect 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 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 track 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.