Ability

## Character Ability

Ability Scores represent what your character is naturally good or bad at and determine your modifiers, which are the number you will add to almost every roll in the game.

### Dark Side

Every Force Sensitive creature (this includes most player characters) have a Dark Side score which represents how much they are feed by strong emotion, such as passion, hate, or extreme loss. The more a character indulges in strong emotion, and therefore the Dark Side of the Force, the stronger their emotions become, and so to the strong they become in the Dark Side of the Force.

### Dark Side Checks

Dark side checks are very rare. Instead, the Dark Side modifier is added on top of other modifiers when other checks are made.

### Adding Dark Side to Other Checks

Any time a character makes a check in order to achieve an action driven by strong emotion, a character's dark side modifier can be used.

Checks Using Tools, Weapons, or Equipment If a check using some sort of implement, they cannot add their Dark Side modifier to it unless the implement is a force object (see the Force Acolyte heroic class).

### Dark & Light Side Characters

A character's Dark Side score and Wisdom score are compared to determine if they are a Light Side or Dark Side character. If a character's Dark Side score is greater than their Wisdom score, they are a Dark Side character and lose access to Light Side only abilities. If a character's Dight Side score is less than their Wisdom score, they are a Light Side character and lose access to Dark Side only abilities.

If a character's Dark Side and Wisdom scores are equal, they a re grey character and have access to both Dark Side and Light Side only abilities.

### Honor Score (Optional)

Honor measures a character's devotion and understanding of their societies code of honor. Unlike other ability score choices in roleplay can change your honor score. If someone kills a surrendered opponent, they may lose a point of honor for doing so.

### Replacing Alignment Mechanics (Optional)

Whenever a feature, feat, effect, or other such mechanic would ask for the character's alignment, instead look at their honor score. 10 or more counts as good or lawful depending on what the rule needs, and 9 or less counts as evil or chaotic.

### Reputation (Optional)

Reputation measures how other people view the character. This does not truly reflect on how honorable the character is, but instead how honorable people think they are.

### Honor Checks

Being unsure how to act with honor Surrendering while trying to save face Trying to determine another character's honor score Trying to use the proper etiquette in a delicate social situation. Using his or her honorable or dishonorable reputation to influence someone else.

### Honor Saves

Avoiding an accidental breach of honor or etiquette Resisting the urge to respond to goading or insults from an enemy. Recognizing when an enemy attempt to trick a character into braking honor Determining Honor Score A character's starting honor score is greatly determined by their family and heritage.

Honor scores start at 10, then you go through the Family Honor table. Improvements from class and background. Different classes and backgrounds give honor score improvements based on the setting, at the DM.

Maximum honor score is 20 + honor score improvements from class and background.

### Earning and Losing Honor

The character's actions can influence and change their honor score. See the Earning and Losing Honor table. Codes of Honor Here are some codes of honor drawn from fiction and history (as seen on d20srd.org).

*To Do: insert everything from the handbook about honor system.*

### Willpower

Score Willpower is both soundness of mind and strength of will. It measures a character's drive to push through trouble and how well they can control their own impulses.

### Moral Debuffs (Optional)

When something demoralizing happens to a characters, they may receive a moral debuff to their Willpower score.

The amount and duration is determined by the DM.

### Sanity Score (Optional)

When working in junction with the Horror optional rule, willpower takes on the role of sanity as well. When a character gains a madness, they also take permanent 1d4 willpower damage. This damage can only be healed by a greater restoration or similar spell. Willpower Checks/Saves Resisting mind altering effects (this can override what ability is used for certain spell saving throws and the like.)

Death saving throws. (If this is used the death save DC is raised to 13)

Sanity Check o Deciphering a piece of text written in a language so alien that it threatens to break the reader's mind o Overcoming a lingering effect of madness o Comprehending a piece of alien magic foreign to all normal understanding of magic Wisdom (See PHB Chapter 2)

### Score Modification

#### Inverted Scores

There are some circumstances where having a lower score might be helpful, in these cases use the inverted score. 20 = 1, 19 = 2, 18 = 3, 17 = 4, 16 = 5, 15 = 6, 14 = 7, 13 =

8, 12 = 9, 11 = 10

There is an inverted score for each ability. Strength (Str.) has Weakness (Wea.), Dexterity (Dex.) has Clumsiness (Clu.), Constitution (Con.) has Frailty (Fra.), Intelligence (Int.) has Stupidity (Stu.), Wisdom (Wis.) has Foolishness (Fool.), Charisma (Cha.) has Repulsion (Re.), and Willpower (Will.) has Astraddle (Ast.) (and Honor (Hon.) has Dishonor (Dhon.)).

#### Determining Ability

Scores Ability Array: Variant Player Ability arrays are a group of numbers that you can simply put into your core abilities. Making it the simplest method of determining stats.

#### Point Buy: Variant Player

"All ability scores start at 8. [The points given] to spread out among all abilities. For ability scores of 14 or lower, you buy additional points on a 1-for-1 basis. For ability scores higher than 14, it costs a little more (see the table below). This method allows for maximum customization, but you should expect each PC to have at least one really good score."

-Point Buy Wiki Page See the Point Buy Costs table.

#### Species Based Max Scores

Your max ability score is determined by you species Ability Score Increase. To determine your max score for that ability, add 20 to your species's Ability Score Increase. Example: Lona the Forest Gnome is trying to figure out her max scores. Since she gains +2 intelligence from being a gnome, she has a max intelligence of 22. Since she gains +1 Dex from being a forest gnome, she has a max Dex of 21. The rest of her stats have a max of 20, since she has no pluses in those abilities due to species.