Abilities Offenses Defenses And Resistances

ABILITIES

All characters in this game, from heroes and villains to the average person on the street, are defined by 6 Abilities, basic traits each character has to a greater or lesser extent. Abilities tell you how strong, smart, and aware a character is, among other things. The abilities are: Strength, Stamina, Agility, Intellect, Wisdom, and Charisma.

Each ability is assigned a Rank from -5 to +5 (though you can increase or decrease this number with Enhanced or Cursed Trait Effect, measuring its effectiveness. A rank of 0 is unremarkable or average, applying no Advantage or Disadvantage. Rank 2 is pretty well above average. A 4 truly exceptional, while a 5 is about the most that can be expected from a “normal” being. Beyond that is superhuman, and a rank of 11 is cosmic-level, far beyond the ability of mere mortals (and even most heroes). Abilities can even have negative ranks, for those well below average, as low as -5, or even both positive and negative ranks.

Every Skill has a corresponding Ability. Whenever a Skill check is rolled add Advantage and subtract Disadvantage equal to any positive or negative ranks from the corresponding Ability.

STRENGTH
Strength measures sheer muscle power and the ability to apply it. Your Strength rank determines the amount of weight you can carry without being encumbered. You also use Strength based Skills for close attacks and damage, and can use them for your Fortitude defense and saves as well.

  • Athletics
  • Might

STAMINA
Stamina is health, endurance, and overall physical resilience. Stamina is important because you use Stamina based Skills to make Resistance checks on most forms of physical damage using Toughness, and can use them for your Fortitude defense and saves as well.

  • Concentration
  • Endurance

AGILITY
Agility is a measure of balance, grace, speed, precision, manual dexterity, and hand-eye and overall physical coordination. Agility is important because you use Agility based Skills to determine Initiative in combat and for ranged attacks and damage, and can use them for your Reflex defense and saves as well.

  • Acrobatics
  • Dexterity
  • Reaction
  • Stealth

INTELLECT
Intellect covers reasoning ability and learning, and a character with a high Intellect rank tends to be knowledgeable and creative problem solvers. Intellect is important because you use Intellect based Skills to determine Adroitness in conflict and for gossip attacks and damage, and can use them for your Reflex defense and saves as well.

  • Guile
  • Ingenuity
  • Investigation
  • Recall

WISDOM
Wisdom describes common sense, awareness, and overall mental resilience. Wisdom is important because you use Wisdom based Skills to make Resistance checks on most forms of mental damage using Resolve, and can use them for your Will defense and saves as well.

  • Composure
  • Insight
  • Perception
  • Survival

CHARISMA
Charisma is force of personality, persuasiveness, leadership ability, appeal, and even luck. Charisma is important because you use Charisma based Skills to modify Luck checks and for court attacks and damage, and can use them for your Will defense and saves as well.

  • Deception
  • Intuition
  • Persuasion
  • Presence

BUYING ABILITY RANKS

You choose your hero’s ability ranks by spending character points on them. Increasing an ability rank by 1 costs 2 character points. Remember a rank of 0 is average, 2 is a fair amount of talent or natural ability, 3 is exceptional, 4 extraordinary, and 5 is peak for mortals. Any Ranks above 5 should be bought as an Enhanced Trait Effect. The key differences between Enhanced Abilities and normal ability ranks are Enhanced Abilities can be nullified, and be modified by Extras and Flaws.

You can also lower one or more of your character’s ability ranks from the starting value of 0. Each rank you lower an ability gives you an additional two character points to spend elsewhere. You cannot lower an ability rank below -5, which is itself a serious deficiency.

These costs and rules apply to Offenses, Defenses, and Resistances as well, but not Active Defenses and Resistances. Increasing most Active Defenses rank by 1 costs 1 character point not 2, some Active Defenses and Resistances have Ranks that can only be purchased through certain Edges and Effects. You must have access to Attack Effects to buy ranks in an Offense. You must have access to Defense Effects, or an Affinity or Racial Ranks, to buy ranks in a Defense or Resistance.

ABSENT ABILITIES

Rather than having a rank of -5 in a given ability, some things or creatures actually lack an ability altogether. These beings automatically fail any check requiring the absent ability. The additional effects of an absent ability are as follows:

Strength A creature with no Strength is incapable of exerting any physical force, and is unable to move its body under its own power either because it has no physical form (like an incorporeal ghost) or simply can’t move (like a tree).

Stamina A creature with no Stamina has no physical body (like a ghost) or is not a living being (such as a robot or other construct). Creatures with no Stamina suffer and recover from damage like inanimate objects. They are immune to fatigued and exhausted conditions, but cannot exert extra effort. Creatures with no Stamina are often, but not necessarily, immune to many of the other things affecting living beings as well (see Immunity).

Agility A creature with no Agility cannot manipulate objects, and is unable to control the movement of its body, and hence cannot make physical attacks.

Intellect: A creature with no Intellect is an automaton, lacking free will and operating entirely on simple instinct or preprogrammed instructions. Anything with no Intellect is immune to mental effects and interaction skills.

Wisdom: Anything with no Wisdom is completely unaware. It is an inanimate object, not a creature. Objects are immune to mental effects and interaction skills.

Charisma: Creatures without Charisma are unable to interact and immune to interaction skills.

Lacking an ability is -10 character points; that is, it gives the character an additional 10 character points to spend elsewhere, similar to having a -5 rank in an ability, but with different effects. Heroes in this system cannot be absent an ability without Gamemaster permission, as it can have significant effects on the character and the game. Absent abilities cannot be weakened or debilitated, since they are not present at all in the first place! Inanimate objects have no abilities other than their Toughness. Animate, but nonliving, constructs such as robots or zombies have Strength and Agility, and may have ranks of Wisdom and Charisma (if aware of their environment or capable of interaction). They may have Intellect (if capable of independent thought), but have no Stamina (since they are not living things).

OFFENSES

Heroes face many threats in their line of work, and often find themselves fighting or talking their way past such threats. Offenses are abilities used to attack, damage, and sometimes defend against such threats, either physically through combat or mentally through conflict. Each Offense is based on a particular type of attack, and each attack type is made with Skills from a particular Ability. Close attacks are made with Strength based Skills, Ranged attacks with Agility, Court attacks with Charisma, and Gossip attacks with Intellect.

To hit with an Attack make a Skill check of the appropriate Skill adding any Advantage, and subtracting any Disadvantage. To determine Damage use a passive check of the appropriate Skill adding any Advantage, and subtracting any Disadvantage.

FIGHTING
Fighting measures your character’s ability in close combat, from hitting and damaging a target to ducking and weaving close combat attacks against you. Fighting is important because you use Fighting to gain Advantage in combat for your close attacks and damage, and for your Parry active defense against close attacks as well.

AIMING
Aiming measures your character’s ability in ranged combat, from hitting and damaging a target to ducking and weaving ranged combat attacks against you. Aiming is important because you use Aiming to gain Advantage in combat for your ranged attacks and damage, and for your Dodge active defense against ranged attacks as well.

WITS
Wits measures your character’s ability in court conflict, from hitting and damaging a target’s morale, or attempting to shift their opinions or reputation, to countering and evading court conflict attacks against you. Wits is important because you use Wits to gain Advantage in conflict for your court attacks and damage, and for your Counter active defense against court attacks as well.

RUMORS
Rumors measures your character’s ability in gossip conflict, from hitting and damaging a target’s morale, or attempting to shift their opinions or reputation, to countering and evading gossip conflict attacks against you. Rumors is important because you use Rumors to gain Advantage in conflict for your gossip attacks and damage, and for your Evade active defense against gossip attacks as well.

DEFENSES

Heroes face many hazards in their line of work, from attacks to traps and mind control. Defenses are abilities used to avoid such things, determining the Defense class to affect a hero with an attack, or to make Resistance checks against them. Each Defense is based on your choice of a Skill from two Abilities per Defense. Fortitude uses Strength or Stamina based Skills, Reflex uses Agility or Intellect, Will uses Wisdom or Charisma.

To determine Defense Class use a passive check of the appropriate Skill adding any Advantage, and subtracting any Disadvantage. To make a Resistance check make a Skill check of the appropriate Skill adding any Advantage, and subtracting any Disadvantage. Sometimes you will need to make both a Defensive Resistance and a Toughness or Resolve Resistance check, like with Area Effects. In these instances, the Defense Resistance check determines if any additional Advantage or Disadvantage is gained for the Toughness or Resolve Resistance check.

FORTITUDE
Fortitude is based on Strength or Stamina based Skills and measures health and resistance to threats like poison or disease. It incorporates constitution, athleticism, ruggedness, metabolism, and immunity.

REFLEX
Reflex is based on Agility or Intellect based Skills and used to avoid attacks or other hazards where reflexes, anticipation, and speed are important. It incorporates reaction time, forethought, creativity, nimbleness, and overall quickness.

WILL
Will is based on Wisdom and Charisma based Skills and measures mental stability, and resistance to morale, mental, or spiritual attacks. It incorporates level-headedness, determination, self-confidence, self-awareness, and willpower.

ACTIVE DEFENSES

Your Active Defenses help determine how difficult it is to hit you with various attacks. Most attacks target either Fortitude or Reflex for physical Attacks, or Will or Reflex for morale Attacks, targets choice for both. Active Defenses are each tied to an Offense, granting additional Advantage or Disadvantage to your Defense Class versus Attacks using that Offense. Parry is used to defend against and grants Advantage to your Defense Class from Fighting, Dodge to Aiming, Counter to Wits, Evade to Rumors.

PARRY
Parry defense is based on Fighting. It is the ability to parry, duck, or otherwise turn aside a foe’s attempts to strike you in close combat through superior fighting ability.

DODGE
Dodge defense is based on Aiming. It is the ability to avoid, duck, or otherwise dodge a foe’s attempts to hit you in ranged combat through superior anticipation and dodging.

DEFLECT
Deflect defense is an Active Defense Effect and can be used whenever Parry or Dodge can be used. It is the ability to block, deflect, or otherwise knock aside a foe’s attempts to hit you, or others within range, in close or ranged combat through extraordinary or even supernatural means.

COUNTER
Counter defense is based on Wits. It is the ability to counter, argue, or otherwise turn aside a foe’s attempts to strike you in court combat through superior speaking ability.

EVADE
Evade defense is based on Rumors. It is the ability to avoid, argue, or otherwise evade a foe’s attempts to hit you in gossip combat through superior anticipation and evading.

AVERT
Avert defense is an Active Defense Effect and can be used whenever Counter or Evade can be used. It is the ability to block, avert, or otherwise neuter a foe’s attempts to hit you, or others within range, in court or gossip combat through extraordinary or even supernatural means.

RESISTANCES

Resistances are used to measure the ability to overcome certain effects, involving a resistance check. Some times your Defenses will be used to make a Resistance check instead though. Each Resistance is based on your choice of a Skill from an Ability per Resistance. Toughness uses Stamina based Skills, Resolve uses Wisdom.

To make a Resistance check make a Skill check of the appropriate Skill adding any Advantage, and subtracting any Disadvantage. Sometimes you will need to make both a Defensive Resistance and a Toughness or Resolve Resistance check, like with Area Effects. In these instances, the Defense Resistance check determines if any additional Advantage or Disadvantage is gained for the Toughness or Resolve Resistance check. In rare circumstances you might need To determine Defense Class for a Resistance, use a passive check of the appropriate Skill adding any Advantage, and subtracting any Disadvantage.

TOUGHNESS
Toughness Resistance is based on Stamina based Skills and measures your ability to shrug off physical damage. It incorporates constitution, health, ruggedness, and immunity.

RESOLVE
Resolve Resistance is based on Wisdom based Skills and measures your ability to shrug off morale damage. It incorporates level-headedness, determination, and willpower.

NON AND ACTIVE RESISTANCES

Your Non Active and Active Resistances help lessen or shrug off damage. Protection and Conviction are Non Active Resistances gained from Power Effects, as long as that Power is active, you gain additional Advantage or Disadvantage to the linked Resistance. Roll and Quibble are Active Resistances gained from Edges, granting additional Advantage or Disadvantage to its linked Resistance. Non Active and Active Resistances are each tied to a Resistance, granting additional Advantage or Disadvantage to your Resistance. Protection and Roll are used for Toughness, Conviction and Quibble are used for Resolve.

PROTECTION
Protection Non Active Resistance is based on Toughness. It is the ability to block physical damage from penetrating through.

ROLL (Active)
Roll Active Resistance is based on Toughness. It is the ability to lessen the impact of physical damage by rolling with the hit.

CONVICTION
Conviction Non Active Resistance is based on Resolve. It is the ability to block morale damage from penetrating through.

QUIBBLE (Active)
Quibble Active Resistance is based on Resolve. It is the ability to lessen the impact of morale damage by rolling with the hit.

IMMUNITY AND VULNERABILITY, RESISTANCE AND SENSITIVITY

Sometimes a Character will have powers that make them tougher or even immune to certain effects. Other times they may be weaker or particularly vulnerable to other effects.

IMMUNITY
You can be immune to certain effects, automatically succeeding on any Resistance Check against them. Though you still roll for the possibility of a critical success. Roll both a d20 and the Fortune die when doing so.

RESISTANCE
You can be resistant to certain effects, and have a better chance of succeeding on any Resistance Check against them. Roll both a d20 and the Fortune die when doing so.

VULNERABILITY
You can be vulnerable to certain effects, automatically failing on any Resistance Check against them. Though you still roll for the possibility of a critical failure. Roll both a d20 and the Misfortune die when doing so.

SENSITIVITY
You can be sensitive to certain effects, and have a better chance of failing on any Resistance Check against them. Roll both a d20 and the Misfortune die when doing so.

VULNERABLE AND DEFENSELESS

Conditions strongly affect your Defenses and Resistances. Suffering a Major Condition leaves you Vulnerable, denying you the use of any Active Defenses or Resistances. Suffering a Greater Condition (with the possible exception of Transformed) leaves you Defenseless, denying you the use of all Defenses or Resistances. Meaning the base Defense class to hit you is just 10, in addition attackers can make Attack checks against you as routine checks, meaning a hit is guaranteed with an attack bonus of 0 or more, unless there are other modifiers affecting the check. Protection or Conviction Effects, especially those that can not be turned off, are a possible exception under some circumstances as determined by the GM, and still apply even when Vulnerable or Defenseless.

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