Ogre:CharacterCodex:Skills:Ability

From RPGnet
Jump to: navigation, search


Ability[edit]

Abilities represent broad capabilities of your character. They have influence on all other skills.

Strength[edit]

Action Not an action
Armor Penalty None
Untrained Yes
Concentration No

Synergy: Any Strength Skill

Description: Strength measures your muscle and physical power. This ability is especially important for fighter type character because it helps them prevail in combat. Strength also limits the amount of equipment your character can carry.

Your weight increment is 2.5 lbs per rank of Strength. When you are in your first weight increment, you suffer no encumbrance. For each additional weight increment, you suffer from a incremental penalty to all your physical actions.

Example: You have 10 ranks in Strength. Your weight capacity increment is 25 lbs (5lbs * 2,5 ranks). If you carry less than 25 pounds, you suffer no penalty. If you carry 40 pounds, you are in your first weight increment and suffer a -1 penalty to all your physical action. If you carry 120 pounds, your penalty is -4.

To lift something, you need to make a strength check DC 0. You can always take 10 to lift something, making lifting something in your first 5 weight increments automatic for a strength ranks of 10. On a failure, you cannot lift the object.

Lifting and Dragging: When pushing or dragging an object on the floor, your weight increment is double. If the floor surface is favorable to move an object (slippery,greasy,etc) your weight increment is tripled. If the object has wheel, your weight increment is quadrupled.

Quadrupeds can carry heavier loads than characters can. Instead of the multipliers given above, use 5 lbs per rank of Strength.

Each skill bonus of strength also give gives a +1 bonus to damage roll with any weapon otherwise noted.

Strength Damage effects

Prone : 0 Strength
When your Strength drop to exactly 0, you do not have the strength to stand-up and fall prone. Every action done take one more initiative category to accomplish and you cannot make any move action at all.
Helpless: -1 Strength or Lower
When your Strength drops below 0, you are helpless. You do not have the strength to move your body so you cannot do any physical action except talking.
Dead: Double your strength ranks in damage
If for any reason, you lost in ranks is double your Strength rank, you’re dead. Your body muscles are atrophied but organs could be removed for transplantation. Robots still have their memory chips intact and can be put in another body.

Feats[edit]

Damage, Increased[edit]

You gain an additional +1 strength bonus to damage
Specialist: Your bonus to damage is increase to +2.
Expert: Your bonus to damage is increase to +4.
Master: Your bonus to damage is increase to +8.

Fast Healer[edit]

You recover Strength damage 2 times faster than you normally would.
Specialist: Your healing rate is 3 times faster.
Expert: Your healing rate is 4 times faster.
Master: Your healing rate is 5 times faster.

Heavy Lifter[edit]

Your strength is considered as 2 ranks higher when determining how much weight you can carry.
Specialist: Your strength is considered as 4 ranks higher when determining how much weight you can carry.
Expert: Your strength is considered as 8 ranks higher when determining how much weight you can carry.
Master: Your strength is considered as 16 ranks higher when determining how much weight you can carry.

Great Stability[edit]

You receive an additional +1 strength bonus to your Stability resistance.
Specialist: You receive an additional +2 strength bonus to your Stability resistance
Expert: You receive an additional +4 strength bonus to your Stability resistance
Master: You receive an additional +8 strength bonus to your Stability resistance

Strong Grip[edit]

This allows you to use weapon one size bigger than you normally could. You can use in one hand weapon one size larger than yourself and with two hands a weapon two size bigger than yourself.
Normal: You can use in one hand weapon as large as yourself and with two hands a weapon one size bigger than yourself.

Dexterity[edit]

Action Not an action
Armor Penalty Combat
Untrained Yes
Concentration No

Synergy: Any Dexterity Skill

Description: Your Dexterity measures your hand-eye coordination, agility, reflexes, and balance. This ability is the most important for subterfuge skill, but it's also high on the list if you typically wear light/medium armor or no armor at all, and for anyone who wants to be a skilled archer. Each Dexterity skill bonus gives also +1 bonus to Defense and -1 bonus to Reaction Time.

Dexterity Damage effects

Slowed: 0 Dexterity
When your current Dexterity drop to exactly 0, you move very slowly and every action done take 2 more initiative category to accomplish. All move action suffers from a speed penalty that double each square moved.
Paralyzed: -1 Dexterity or Lower
When your Dexterity drops below 0, you are paralyzed and you cannot move at all nor do any physical action.
Dead: Double your Dexterity ranks in damage
If for any reason, you lost in ranks is double your Dexterity rank, you’re dead. Your body is still complete and organs could be removed for transplantation. Robots still have their memory chips intact and can be put in another body.

Feats[edit]

Ambidexterity[edit]

You do no suffer the -2 penalty for using your off-hand.

Defense, Increased[edit]

You receive an additional +1 dexterity bonus to your Defense.
Specialist: You receive an additional +2 dexterity bonus to your Defense.
Expert: You receive an additional +4 dexterity bonus to your Defense.
Master: You receive an additional +8 dexterity bonus to your Defense.

Fast action[edit]

When doing a fast action, your penalty is reduced by 1.
Specialist: your penalty is reduced by 2.
Expert: your penalty is reduced by 3.
Master: your penalty is reduced by 4.

Fast Healer[edit]

You recover Dexterity damage 2 times faster than you normally would.
Specialist: Your healing rate is 3 times faster.
Expert: Your healing rate is 4 times faster.
Master: Your healing rate is 5 times faster.

Reaction, Increased[edit]

You receive an additional +1 Dexterity bonus to your Reaction Time.
Specialist: You receive an additional +2 Dexterity bonus to your Reaction Time.
Expert: You receive an additional +4 Dexterity bonus to your Reaction Time.
Master: You receive an additional +8 Dexterity bonus to your Reaction Time.

Constitution[edit]

Action Not an action
Armor Penalty None
Untrained Yes
Concentration No

Synergy: Any Constitution Skill

Description: Constitution represents your health and stamina.

When you are hit in combat, you first lose hit points. When all hit points are lost, damage makes you lost constitution points.

Constitution Damage effects

Disabled: 0 Constitution
When your Constitution drops to exactly 0, you're disabled: every action done take one more initiative category. You also suffer from 1 point of bleeding wound that cannot be healed until you Constitution is higher than zero again.
Dying: -1 Constitution or Lower
When your Constitution drops below 0, you are dying. A dying character immediately falls unconscious and can take no actions. You regain consciousness only when your Constitution reaches 0 or more ranks. A dying character loses 1 Constitution rank every long action. This continues until the character dies or becomes stable.
Each long action you are dying, you make a Constitution check DC 10 + your negative Constitution score. You can add your normal constitution bonus to that roll as if you were not hurt at all. If you failed your check, you’re dead. On a success, you still live, but lose another point of Constitution. On a total success, you stabilize and do not need to do further check and do not lose :: Constitution every long action anymore. Another character can make you stable with a Treat Injury check DC 15.
Dead: Double your constitution ranks in damage
If for any reason, you lost in ranks is double your Constitution rank, you’re dead even if you succeed in your Constitution check. :: Your body is still mostly complete and organs could be removed for transplantation. Robots still have their memory chips intact and can be put in another body.
Destroyed: Triple your constitution rank in damage
If you lose three times your Constitution, your body is completely destroyed and cannot be restored. For robots, this mean that even their memory chips have been destroyed and they cannot be put in a new body.

Feats[edit]

Die hard[edit]

You receive a +4 bonus on constitution check to become stable when your constitution is below 0.
Specialist: You receive a +8 bonus on constitution check to become stable when your constitution is below 0.
Expert: You receive a +16 bonus on constitution check to become stable when your constitution is below 0.
Master: You receive a +32 bonus on constitution check to become stable when your constitution is below 0.

Endurance[edit]

You gain a +4 bonus on the following checks and resistances:
* Movement checks against fatigue.
* Constitution checks made to hold your breath
* Constitution checks made to avoid non-lethal damage from starvation or thirst
* Fortitude against non-lethal damage from hot or cold environments
* Fortitude against damage from suffocation.
Specialist: Your bonus is increased to +8.
Expert: Your bonus is increased to +16.
Master: Your bonus is increased to +32.

Extended Life[edit]

You have an extended lifespan. You do not suffer any penalty for old age for 1 lifespan unit over your lifespan.
Specialist: You do not suffer any penalty for old age for 2 lifespan units over your lifespan.
Expert: You do not suffer any penalty for old age for 5 lifespan units over your lifespan.
Master: You do not suffer any penalty for old age for 8 lifespan units over your lifespan.

Fast Healer[edit]

You recover Constitution damage 2 times faster than you normally would.
Specialist: Your healing rate is 3 times faster.
Expert: Your healing rate is 4 times faster.
Master: Your healing rate is 5 times faster.

Great Fortitude[edit]

You received an additional +1 Constitution bonus to your Fortitude resistance.
Specialist: You received an additional +2 Constitution bonus to your Fortitude resistance.
Expert: You received an additional +4 Constitution bonus to your Fortitude resistance.
Master: You received an additional +8 Constitution bonus to your Fortitude resistance.

Heroic Death[edit]

When below 0 Constitution, you may choose to continue to act as if you were disabled instead of losing consciousness. You must succeed a Constitution check DC 10 + the number of constitution points below 0. Each time your Constitution is damaged again, you need to make a new check. You also still need to make a Constitution check every long action to stay alive.
Specialist: While acting during your heroic death, you do not suffer from slowed initiative.
Expert: While acting during your heroic death, you do not suffer bleeding damage, but still need to make a Constitution check every long action to stay alive.
Master: While acting during your heroic death, you do not need to make a Constitution check every long action to stay alive, but still lose 1 points of Constitution.

Long Breath[edit]

You double the number of round you can hold your breath.
Specialist: You triple the number of round you can hold your breath.
Expert: You quadruple the number of round you can hold your breath.
Master: You quintuple the number of round you can hold your breath.

Resiliency[edit]

Gives the character damage reduction 1/- or improve by 1 the damage reduction of a character that already have damage reduction.
Specialist: Damage reduction to 2/- or improve by 2.
Expert: Damage reduction to 3/- or improve by 3.
Master: Damage reduction to 4/- or improve by 4.

Sustenance[edit]

You can spend 1 day without food before suffering any hunger effect.
Specialist: You can spend 2 days without food before suffering any hunger effect.
Expert: You can spend 4 days without food before suffering any hunger effect.
Master: You can spend 8 days without food before suffering any hunger effect.

Tirelessness[edit]

You receive a +4 Bonus to your exhaustion rate.
Specialist: You receive a +8 Bonus to your exhaustion rate.
Expert: You receive a +16 Bonus to your exhaustion rate.
Master: You receive a +32 Bonus to your exhaustion rate.

Toughness[edit]

Increase by 1 the number of hit points gains per Health rank.
Specialist: Increase by 2 the number of hit points gains per Health rank.
Expert: Increase by 3 the number of hit points gains per Health rank.
Master: Increase by 4 the number of hit points gains per Health rank.

Intelligence[edit]

Action Not an action
Armor Penalty None
Untrained Yes
Concentration No

Synergy: Any Intelligence Skill

Description: Your intelligence determines how well you learn and reasons. This ability is important if you are an arcane spellcaster because it affects how many spells you can cast, how hard your spells are to resist, and how powerful your spells can be. This is also useful for character that wants to have a lot of knowledge in diverse domain.

Intelligence Damage effects

Confused: 0 Intelligence
When your Intelligence drops to exactly 0, you are confused and not in control of your action.
Coma: -1 Intelligence or Lower
When your Intelligence drops below 0, you are in a deep coma and you cannot do any action and are helpless.
Dead: Double your Intelligence ranks in damage
If for any reason, you lost in ranks is double your Intelligence rank, you’re dead. Your body is still complete when dead and organs could be removed for transplantation except for your brain. Robots have their memory chips corrupted beyond repair and cannot be transferred into another body resulting in dead for the robots.

Feats[edit]

Fast Healer[edit]

You recover Intelligence damage 2 times faster than you normally would.
Specialist: Your healing rate is 3 times faster.
Expert: Your healing rate is 4 times faster.
Master: Your healing rate is 5 times faster.

Intelligent Strength[edit]

Strength is not everything; you must know how to use it efficiently. Choose one skill with Strength as its ability. This skill now use Intelligence ability bonus instead of Strength. This feat can be taken multiple times, it apply to a different skill each time.

Witty[edit]

You receive an additional +1 intelligence bonus to your Wit resistance.
Specialist: You receive an additional +2 intelligence bonus to your Wit resistance.
Expert: You receive an additional +4 intelligence bonus to your Wit resistance.
Master: You receive an additional +8 intelligence bonus to your Wit resistance.

Wisdom[edit]

Action Not an action
Armor Penalty None
Untrained Yes
Concentration No

Synergy: Any Wisdom Skill

Description: Wisdom describes your willpower, common sense, perception, and intuition. While Intelligence represents one's ability to analyze information, Wisdom represents being in tune with and aware of one's surroundings. Wisdom is the most important ability if you get spells from divine source. Also, if you want your character to have acute senses, put a high score in Wisdom.

Wisdom Damage effects

Confused: 0 Wisdom
When your current Wisdom drop to exactly 0, you are confused and not in control of your action.
Crazy: -1 Wisdom or Lower
When your Wisdom drop below 0, you become crazy. You act strangely and cannot use any skills that ask for Intelligence, Wisdom or Charisma. You are still aware of who are your friends and your foes and defend yourself while in danger.
Suicidal: Double your Wisdom ranks in damage
If for any reason, you lost in ranks is double your Wisdom rank, your craziness is so severe that you are seeking danger and want to die. If you have a weapon, you will try to kill yourself, if near a cliff will jump off the cliff, etc.
Dead: Triple your Wisdom ranks in damage
If you lose three times your Wisdom, you’re dead. Your body is still complete when dead and organs could be removed for transplantation except for your brain. Robots have their memory chips corrupted beyond repair and cannot be transferred into another body resulting in dead for the robots.

Feats[edit]

Fast Healer[edit]

You recover Wisdom damage 2 times faster than you normally would.
Specialist: Your healing rate is 3 times faster.
Expert: Your healing rate is 4 times faster.
Master: Your healing rate is 5 times faster.

Keen Judgment[edit]

You receive an additional +1 wisdom bonus to your Judgment resistance.

Specialist: You receive an additional +2 wisdom bonus to your Judgment resistance.
Expert: You receive an additional +4 wisdom bonus to your Judgment resistance.
Master: You receive an additional +4 wisdom bonus to your Judgment resistance.

Zen Strength[edit]

Choose one skill with Dexterity as its ability. This skill now use Wisdom ability bonus instead of Dexterity. This skill can be taken multiple times, it apply to a different skill each time.

Charisma[edit]

Action Not an action
Armor Penalty None
Untrained Yes
Concentration No

Synergy: Any Charisma Skill

Description: Charisma measures your force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. Charisma is most important if you rely on your inner strength for spells and supernatural power.

Charisma Damage effects

Shy: 0 Charisma
When your Charisma drops to exactly 0, you are shaken as soon as you are in presence of someone that you do not know very well, this mean every person with less than ally attitude.
Autistic: -1 Charisma or Lower
When your Charisma drops below 0, you are recluse yourself inside your head and cannot interact with the outside world. If attack, you will flee combat if possible, but will not strike back. You will only attack if you are cornered or cannot flee.
Dead: Double your Charisma ranks in damage
If for any reason, you lost in ranks is double your Charisma rank, you’re dead. Your body is still complete when dead and organs could be removed for transplantation except for your brain. Robots have their memory chips corrupted beyond repair and cannot be transferred into another body resulting in dead for the robots.

Feats[edit]

Fast Healer[edit]

You recover Chariame damage 2 times faster than you normally would.
Specialist: Your healing rate is 3 times faster.
Expert: Your healing rate is 4 times faster.
Master: Your healing rate is 5 times faster.

Inner Strength[edit]

Choose one skill with Constitution as its ability. This skill now use Charisma ability bonus instead of Constitution. This feat can be taken multiple times, it apply to a different skill each time.

Iron Will[edit]

You receive an additional +1 charisma bonus to your Will resistance.
Specialist: You receive an additional +2 charisma bonus to your Will resistance.
Expert: You receive an additional +4 charisma bonus to your Will resistance.
Master: You receive an additional +8 charisma bonus to your Will resistance.