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Anime d20 — System Reference Document v1.0
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Chapter 3: Abilities
Step 3: Generate Ability Scores
A character’s core, base abilities are determined by six values known as Ability Scores. These values describe the character’s innate, natural aptitude at interacting with the world. The six Ability Scores are:
Strength (Str)
Dexterity (Dex)
Constitution (Con)
Intelligence (Int)
Wisdom (Wis)
Charisma (Cha)
The values of these abilities range from 0 to infinity, with a normal human range from 3 to 18. The normal human maximum is 24, but superhuman or supernatural characters may have higher ratings. A value of none for an Ability Score, which is different from 0, is a special case appropriate for specific character ideas.
Establishing Ability Scores
Determine your character’s Ability Scores as outlined in the PHB.
Ability Score Cost
Abilities cost a number of Character Points equal to half the value of the Ability Score (round up), which are paid for by the character’s starting discretionary Character Points. Players may choose to modify the character’s generated Ability Scores up or down by increasing or decreasing the number of Character Points assigned to the Ability Score, on a 1 for 2 basis (1 Character Point equals 2 Ability Scores). If the power level of the campaign provides insufficient discretionary Character Points to pay for the Ability Scores generated by the players for their characters, players must reduce the Ability Scores to (or below) a value that they can afford with Character Points available.
Zero Rating and “None” Ability Scores
It is possible for some constructs (including the Giant Robot class) or alien creatures to have a score of “none.” 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’s Ability Score can never drop below 0.
Str 0 means that the character
cannot move at all. He or she lies helpless on the ground.
Dex 0 means that the character cannot move at all. He or she is motionless and
helpless.
Con 0 means that the character is dead.
Int 0 means that the character cannot think and is in a coma-like stupor,
helpless.
Wis 0 means that the character is withdrawn in a deep sleep filled with
nightmares, helpless.
Cha 0 means that the character is withdrawn into a catatonic, coma-like stupor,
helpless.
Ability Modifiers
Each Ability has a modifier
that is the number you add to or subtract from the die roll when your character
tries to accomplish something related to that Ability. A positive modifier is
called a bonus, and a negative modifier is called a penalty.
Definition of Ability Scores
Strength
Strength is a measure of the character’s physical power. Strength provides a
modifier to:
• Damage rolls in melee or unarmed combat or when using weapons that are Muscle
Powered.
• Strength-based Skill checks.
• Strength checks.
Any creature that can physically manipulate other objects has at least 1 Point
of Strength. A character with no Strength score can’t exert force, usually
because it has no physical body or because it doesn’t move. Such a creature
automatically fails Strength checks. Note: since armour is handled differently
in Anime d20 than in other d20 games, Strength always provides a +0 modifier to
melee attack rolls (the “to hit” roll), regardless of the character’s Strength
rating.
Dexterity
Dexterity is a measure of the character’s hand-eye co-ordination, agility,
reflexes, and balance. Dexterity provides modifiers to:
• The character’s Armour Class.
• Dexterity-based Skill checks.
• Initiative rolls.
• Reflex saving throws.
• Dexterity checks.
Any creature that can move has at least 1 Point of Dexterity. A creature with no
Dexterity score can’t move, but if it can act, it applies its Intelligence
modifier to Initiative checks instead of a Dexterity modifier (for example, an
artificially intelligent computer that has no moving body adds its Intelligence
modifier to Initiative rolls). A creature with no Dexterity fails all Reflex
saves and Dexterity checks. Dexterity always provides a +0 modifier to ranged
attack rolls, regardless of the character’s Dexterity rating.
Constitution
Constitution determines your character’s health and stamina. Constitution
provides modifiers to:
• Hit Points earned per Level (though the value can never be reduced below 1 — a
character always gains at least one Hit Point per Level).
• Fortitude saving throws.
• Constitution-based Skill checks.
• Constitution checks.
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
Intelligence is a measure of the character’s reason and ability to learn.
Intelligence provides modifiers to:
• The number of Skill Points gained at each Level (though the value can never be
reduced below 1 — a character always gains at least one Skill Point per Level).
• Intelligence-based Skill checks.
• Intelligence checks.
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
Wisdom is a reflection of the character’s willpower, common sense, intuition,
perception, and life experience. Wisdom provides modifiers to:
• Will saving throws.
• Wisdom-based Skill checks.
• Wisdom checks.
Any creature that can perceive its environment in any fashion has at least 1
Point of Wisdom. Anything without a Wisdom score is an object, not a creature.
Additionally, anything without a Wisdom score also has no Charisma score, and
vice versa.
Charisma
Charisma describes the characters strength of persuasion, personality, and the
character’s appearance. Charisma provides modifiers to:
• Charisma-based Skill checks.
• Charisma checks.
Any creature capable of telling the difference between itself and things that
are not itself has at least 1 Point of Charisma.
Table 3-1: Ability Score Value
Descriptions
|
Ability Score |
Modifier |
Description |
|
1 |
-5 |
Inept |
|
2-3 |
-4 |
Infant |
|
4-5 |
-3 |
Child |
|
6-7 |
-2 |
Significantly below adult human average; youth |
|
8-9 |
-1 |
Below adult human average; teenager |
|
10-11 |
0 |
Adult human average |
|
12-13 |
+1 |
Above human average |
|
14-15 |
+2 |
Significantly above human average |
|
16-17 |
+3 |
Highly capable |
|
18-19 |
+4 |
Extremely capable |
|
20-21 |
+5 |
Best in the region |
|
22-23 |
+6 |
Best in the country |
|
24-25 |
+7 |
World-class ability; maximum human potential |
|
26-27 |
+8 |
Above human achievement |
|
28-29 |
+9 |
Significantly above human achievement |
|
30+ |
+10 (and up) |
Legendary ability |