Abilities

Every character has six basic Abilities that govern nearly all other character stats. `

Strength (STR)

Dexterity (DEX)

Constitution (CON)

Intelligence (INT)

Wisdom (WIS)

Charisma (CHA)

Each of the abilities will have a Score: a positive number between 0 and 60. A score of 20 is the baseline. A character's ability score cannot drop below 0. Every ability drives various other components of the character.

A limit, if any, will be specified in the rules. The normal human range is 8 to 24. It is possible for a creature to have a score of "none" or N/A. A score of "none" is NOT the same as a score of zero. A score of "none" means that the creature does not possess the ability score at all. The modifier for a score of "none" is +0 but it is impossible for the creature to actively use that ability or suffer damage or bonuses to it.

A living creature with a CON of 0 is dead. A 0 in any other score means the character is helpless and cannot move.

## Ability Modifiers

An ability modifier will alter based on the score. A score of 20 will produce a modifier of +0. Every 4 points greater in the score will increase the modifier by 1, and, conversely, every 4 points below 20 (starting at 19) will reduce the modifier by 1. The modifier can be calculated using this formula: (ability/4) -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.

## Starting Scores

A characters starting scores may be decided in one of four ways:

### Point Buy (Recommended)

This is a system to keep all characters on the same level and provide the players a choice while keeping the power level of the game controlled.

Each character receives a number of points to spend on increasing his basic ability. In this method, all attributes start at a base of 10. A character can increase an individual score by spending some of his points. Likewise, he can gain more points to spend on other scores by decreasing one or more of his ability scores. No score can be reduced below 13 or raised above 36 using this method. See Table: Ability Score Costs for the costs of each score. After all the points are spent, apply any racial modifiers the character might have.

The number of points you have to spend using the purchase method depends on the type of campaign you are playing. The standard value for a character is 15 points. Average nonplayer characters (NPCs) are typically built using as few as 3 points. See Table: Ability Score Points for a number of possible point values depending on the style of campaign. The purchase method emphasizes player choice and creates equally balanced characters.

First, the GM needs to determine the number of points players may spend on their characters.

Racial modifiers (adjustments made to your ability scores due to your character’s race—see Races) are applied after the scores are generated.

### Random Deficit Pool

Some players like having fate create their character. To avoid large discrepancies between player characters, this game discourages use of the old approach 4d6 Drop Lowest (6 times). However, those rules are provided below.

Each player starts with a pool of points the GM determines (typically the same as the above power level chart+120). The player then selects the order he wants the abilities rolled and then rolls 4d10 once for each ability. If the total of all scores is under the points offered, the player then rolls a d4 on each ability (in the originally selected order) adding the result until the sum of the scores is equal to the points offered. If the total of all scores is over the points offered, the player then rolls a d4 on each ability (in the originally selected order) subtracting the result until the sum of the scores is equal to the points offered.

### GM's Sorting Pool

The GM pre-selects sets of scores and players choose the set they want. This is better when the campaign requires certain diversity or a specific balance.

### Total Random Rolls

**Standard:** Roll 5D10, discard the lowest die result, and add the three remaining results together. Record this total and repeat the process until six numbers are generated. Assign these totals to your ability scores as you see fit. This method is less random than Classic and tends to create characters with above-average ability scores.

**Classic:** Roll 4D10 and add the dice together. Record this total and repeat the process until you generate six numbers. Assign these results to your ability scores as you see fit. This method is quite random, and some characters will have clearly superior abilities. This randomness can be taken one step further, with the totals applied to specific ability scores in the order they are rolled. Characters generated using this method are difficult to fit to predetermined concepts, as their scores might not support given classes or personalities, and instead are best designed around their ability scores.

**Heroic:** Roll 3d10 and add 10 to the sum of the dice. Record this total and repeat the process until six numbers are generated. Assign these totals to your ability scores as you see fit. This is less random than the Standard method and generates characters with mostly above-average scores.

**Dice Pool:** Each character has a pool of 24d10 to assign to his statistics. Before the dice are rolled, the player selects the number of dice to roll for each score, with a minimum of 3d10 for each ability. Once the dice have been assigned, the player rolls each group and totals the result of the three highest dice. For more high-powered games, the GM should increase the total number of dice to 28. This method generates characters of a similar power to the Standard method.

## Leveling Up Ability Scores

Ability scores will rise as characters gain experience. Every 1000 experience, the player chooses one score to increase by one. This is a permanent boost and may increase the modifier, as well as effect other character stats as mentioned in each of the below descriptions.

## Use Of Ability Scores

Each ability controls a large number of other stats. The following is a detailed list.

### Strength (STR)

**Strength** measures your character's muscle and physical power. Strength is the bility associated with the Strong Heros. Any creature that can physically manipulate other objects has at least 1 point of Strength, often represented as (Str).

Apply the Strength Modifier to:

* Melee attack rolls
* Damage rolls for melee and thrown weapons.
* Strength checks (i.e. breaking down doors, and performing similar actions).
* The following Skills:
	+ AP (Str)
	+ AP (Str)
	+ AP (Str)

Strength will also effect the Carrying Capacity of creatures.

If a creatures Strength scores drops to 0, they are paralyzed.

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 or another ability (see text) to its base attack instead of a Strength modifier.

### Dexterity (DEX)

**Dexterity** measures hand-eye coordination, agility, reflexes, and combat speed. This ability is important for characters who want to be good shots with ranged weaponsor who want to handle the controls of a vehicle fairly well. Dexterity is the ability associated with the Fast Hero class. Any creature that can move has at least 1 point of Dexterity, often represented as (Dex).

Dexterity Modifier is applied to:

* Initiative modifier even if this drops it below 0.
* Ranged attack rolls, such as with fire arms.
* Defense, provided the character can react tot he danger.
* Reflex Saving Throws for avoiding area-of-effect attacks or traps.
* The following Skills
	+ (Dex)

* + AP (Dex)
	+ AP (Dex)
	+ AP (Dex)
	+ AP (Dex)
	+ T (Dex)
	+ (Dex)
	+ AP T (Dex)
	+ AP T (Dex)

If a creature's Dexterity Score changes enough to alter his or her Constitution modifier, his or her Initiative also increase or decrease accordingly at the same time, potentially changing its position in the combat turn order. If a creature's Dexterity scores drops to 0, they are paralyzed.

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)

**Constitution** represents your character's health and stamina. It is the ability score associated with the Tough Hero class. Any living creature has at least 1 point of **Constitution**, often represented as (Con).

The Constitution modifier applies to:

* Each die roll for gaining hit points upon leveling up (though a negative Constitution Modifier can never reduce a hit point roll below 1).
* Fortitude Saving throws, for resisting poison and similar threats.
* (Con) skill Checks.

Constitution determines how long a character can hold their breath and it factors into massive damage rules.

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. If a character's Constitution score ever drops to zero, they are dead.

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 Damaged, Ability Drained, Energy Drain, and massive damage, and always fails Constitution checks.

### Intelligence (INT)

**Intelligence** determines how well your character learns and reasons. It is important for any character who wants to have a wide assortment of skills. It is the ability associated with the Smart Hero class. Any creature that can think, learn, or remember has at least 1 point of Intelligence, often represented as (Int).

The Intelligence modifier applies to the number of skill points gained at each new level, however a negative modifier can never reduce this number below 1. It is also applied to the following skills:

* (Int)
* T (Int)
* T (Int)
* T (Int)
* (Int)
* T (Int)
* T (Int)
* (Int)
* T (Int)
* (Int)
* (Int)

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.

When an Intelligence score changes such that its modifier increases or decreases, the skill ranks already present on the character remain unaffected. No new skill points are earned for raising it and none are lost for lowering it. It will, however, effect how many skill points the character receives in future level ups.

### Wisdom (WIS)

**Wisdom** describes a character's willpower. common sense, perception, and intuition. Compared to Intelligence, Wisdom relates to being in tune with and aware of one's surroundings, while Intelligence represents one's ability to analyze information. An "absent-minded- professor" has a low Wisdom score and a high Intelligence score. A simplton with low Intelligence might nevertheless have great insight (high Wisdom). If you want your charcter to have keen senses, put a high score in Wisdom. This is the ability associated with the Dedicated Hero. Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom, often represented as (Wis).

The Wisdom Modifier applies to:

* Will saving throws
* The following skills:
	+ (Wis)
	+ (Wis)
	+ (Wis)
	+ (Wis)
	+ (Wis)
	+ (Wis)
	+ (Wis)

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)

**Charisma** measures a character's force of personality, persuasiveness, magnetism, ability to lead, and physical attractiveness. it represents strength of personality, not merely how other perceive you in a social situation. This is the ability associated with the Charismatic Hero. Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma, often represented as (Cha).

The Charisma modifier to:

* Checks representing attempts to influence others.
* The following Skills
	+ (Cha)

* + (Cha)
	+ (Cha)
	+ (Cha)
	+ AP (Cha)
	+ (Cha)
	+ (Cha)

In FX, the Telepath and the Mystic benefit from having a high Charisma score.

A 0 in Charisma and the character is helpless and cannot move.

Anything with no Charisma score is an object, not a creature. Anything without a Wisdom score also has no Wisdom score, and vice versa.

## Ability Checks

Sometimes a character tries to do something to which no specific skill applies. In these cases, the character makes an Ability check: Roll 1d20 and apply the appropriate Ability modifier. The GM assigns a DC, or sets up an opposed check when two characters are engaged in a contest using one Ability against another. In some cases, a test of one's ability doesn't involve luck. When two characters arm wrestle, for example, the stronger character simply wins. In the case of identical scores, make opposed Strength checks.

Example Ability Check | Key Ability

Forcing open a jammed or locked door - Strength

Tying a rope - Dexterity

Holding one's breath - Constitution

Navigating a maze - Intelligence

Recognize a stranger you've seen before - Wisdom

Getting yourself noticed in a crowd - Charisma

Changing Ability Scores

Ability scores can increase with no limit.

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 night of rest or 3 points for each day of rest for each affected ability.

As a character ages, some Ability scores go up and others go down.

When an Ability score changes, the modifier associated with that score also changes.