ABILITY SCORES
Every character has six basic Ability Scores:
- Strength (STR)
A measure of a creature's physical 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 (DEX)
- Dexterity (DEX)
A measure of a creature's mobility and coordination. 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.
- Constitution (CON)
A measure of a creature's durability and endurance. 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. Any living creature has at least 1 point of
Constitution. 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, and energy drain, and always
fails Constitution checks.
- Intelligence (INT)
A measure of a creature's ability to reason. Any creature that can think, learn, or
remember has at least 1 point of Intelligence. 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 (WIS)
A measure of a creature's ability to perceive the outside world. 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 (CHA)
Forget the old saw about Charisma = Good Looks. This Attribute is a measure of the power
of a creature's own sense of identity or 'self', and their ability to assert their
personality over other creatures or the world around them. Any creature capable of telling
the difference between itself and things that are not itself has at least 1 point of
Charisma. Anything with no Charisma score is an object, not a creature. Anything without a
Charisma score also has no Wisdom score, and vice versa.
The Score of these Abilities ranges from 0 to infinity. The
normal range for a Shadow dweller is 3 to 18. An average Juvenile Amberite Royal averages
around 18 to 19 for all six attributes.
- STR 0 means that the character cannot move at all. He lies
helpless on the ground.
- DEX 0 means that the character cannot move at all. He stands
motionless, rigid, and helpless.
- CON 0 means that the character is dead.
- INT 0 means that the character cannot think and is unconscious
in a coma-like stupor, helpless.
- WIS 0 means that the character is withdrawn into a deep sleep
filled with nightmares, helpless.
- CHA 0 means that the character is withdrawn into a catatonic,
coma like stupor, helpless.
Keeping track of negative ability score
points is never necessary. A characters ability score cant drop below 0. Some
creatures lack certain ability scores. These creatures do not have an ability score of 0 -
they lack the ability altogether. The modifier for a non-ability is +0.
ASSIGNING ABILITY SCORES
Ability scores are assigned using a 'point buy' system. Your
character has a number of points with which to increase their ability scores. The number
of points is dependant on what age group your character falls into. (Starting characters
default into the 'Juvenile' age group, resulting in 75 attribute points to distribute).
All attributes start with a value of 8, and are increased to whatever value the player
desires.
Attribute |
Bonus |
|
Attribute |
Bonus |
|
Attribute |
Bonus |
9 |
-1 |
23 |
+6 |
37 |
+13 |
10 |
0 |
24 |
+7 |
38 |
+14 |
11 |
0 |
25 |
+7 |
39 |
+14 |
12 |
+1 |
26 |
+8 |
40 |
+15 |
13 |
+1 |
27 |
+8 |
41 |
+15 |
14 |
+2 |
28 |
+9 |
42 |
+16 |
15 |
+2 |
29 |
+94 |
43 |
+16 |
16 |
+3 |
30 |
+10 |
44 |
+17 |
17 |
+3 |
31 |
+10 |
45 |
+17 |
18 |
+4 |
32 |
+11 |
46 |
+18 |
19 |
+4 |
33 |
+11 |
47 |
+18 |
20 |
+5 |
34 |
+12 |
48 |
+19 |
21 |
+5 |
35 |
+12 |
49 |
+19 |
22 |
+6 |
36 |
+13 |
50 |
+20 |
ABILITY MODIFIERS
Each ability will have a modifier associated with it. The
modifier can be calculated using this formula: (Ability/2) -5 [round
result down]. For example: a character with a Strength of 20 has a Strength modifier
of +5 ((20/2) -5).
The modifier is the number you add to or subtract from a 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.
CHANGING ABILITY SCORES
Ability scores can increase with no limit, and normally
increase at specific times when the character levels.
- Poisons, diseases, and other effects can temporarily harm an
ability (temporary ability damage). Ability points lost to damage return on their own,
typically at a rate of 1 point per day.
- Some effects drain abilities, resulting in a permanent loss
(permanent ability drain). Points lost this way don't return on their own.
- As a character ages, some ability scores go up and others go
down.
When an ability score changes, all attributes associated with
that score change accordingly.