ABILITY SCORES AND FOCUSES in Gehane | World Anvil
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ABILITY SCORES AND FOCUSES

ABILITIES

  Your character is defined by nine abilities: Accuracy (ACC), Communication(COM), Constitution(CON), Dexterity(DEX), Fighting(FITE), Intelligence(INT), Perception(PER), Strength(STR), and Willpower(WILL). Taken together these abilities map out your character’s strengths and weaknesses. Through these basic numbers, they are brought to life!  

HOW DO I DETERMINE MY ABILITIES?

In the case of this system, we want to have as much control over our characters as possible.
You start off with 10 points. These points can be allotted to any of the nine stats.
However there are some restrictions
  • You cannot take go negative in a stat, taking points to increase your point pool and increase another stat to the likes of +5.
  • You cannot put more than 3 points into a single stat from character creation.
    RACIAL ABILITY SCORE INCREASES CAN MOVE A +3 to a +4

WHAT DO ABILITIES EVEN DO?

Accuracy (ACC) represents your character’s physical precision
and skill with finesse and ranged weapons, such as bows and rapiers
Communication (COM) covers your character’s social skills,
personal interactions, and ability to deal with others
Constitution (CON) is your character’s fortitude and resistance to harm.
Dexterity (DEX) encompasses your character’s agility,
hand-eye coordination, and quickness.
Fighting (FITE) is your skill at combat with heavier weapons,
such as axes and spears.
Intelligence (INT) is a measure of your character’s smarts,
knowledge, and education.
In addition to being able to cast spells.
Perception (PER) covers all the senses and the ability to
interpret sensory data.
Strength (STR) is your character’s physical prowess,
the power behind blows.
Willpower (WILL) encompasses mental toughness, discipline, and confidence.
Typically used for magical damage, as well as determining your Spell-power


Types of Tests

Basic Test

You roll a fixed number, (abbreviated DC) determined by the GM.
  1. Tell GM what you want to do
  2. The GM determines what abilities would be made
  3. Make the ability test
  4. If you meet, or pass the DC, you pass!

OPPOSED TEST

You are competing with another character directly. Both Characters roll, and the higher one wins.

ABILITY FOCUSES

  A focus is an area of expertise within the larger ability. While Intelligence as a whole determines how smart your character is, for example, a Heraldry focus would indicate a special knowledge of coats of arms and royal families. In-game system terms, if you have a focus, your ability gains a +2 in regards to the task your character focuses on. Ability focuses (or focuses for short) are one of the ways to make your character unique. There may be another warrior in your adventuring party, but your focuses can be completely different.   Your character will get access to focuses through backgrounds, classes, and talents.  

FOCUS OPTIONS

Accuracy (ACC) Arcane Blast, Bows, Black Powder, Brawling,
Dueling, Grenades, Light Blades, Staves.
Communication (COM) Animal Handling, Bargaining,
Deception, Disguise, Etiquette, Gambling, Interview,
Leadership, Performance, Persuasion, Seduction.
Constitution (CON) Drinking, Rowing, Running, Stamina, Swimming.
Dexterity (DEX) Acrobatics, Calligraphy, Crafting,
Initiative, Legerdemain(Slight of Hand), Lock Picking, Riding,
Sailing, Stealth, Traps.
Fighting (FITE) Axes, Bludgeons, Heavy Blades, Lances,
Polearms, Spears.
Intelligence (INT) Arcane Lore, Arcana (VARIOUS), Brewing, Cartography, Cryptography,
Cultural Lore, Engineering, Evaluation, Healing, Heraldry, Historical Lore, Military
Lore, Musical Lore, Natural Lore, Navigation, Religious, Lore, Research, Writing.
Perception (PER) Empathy, Hearing, Searching,
Seeing, Smelling, Tasting, Tracking, Touching.
Strength (STR) Climbing, Driving, Intimidation,
Jumping, Might, Smithing
Willpower (WILL) Courage, Faith, Morale, Self-Discipline

EXPLANATION OF FOCUSES

Arcane Blast: Using the mage’s class power of the same name.
Black Powder: Proficiency with weapons from the Black Powder Weapon Group.
Bows: Proficiency with weapons from the Bows Weapon Group.
Brawling: Proficiency with weapons from the Brawling Weapon Group.
Dueling: Proficiency with weapons from the Dueling Weapon Group.
Grenades: Making ranged attacks with grenades.
Light Blades: Proficiency with weapons from the Light Blades Weapon Group.
Staves: Proficiency with weapons from the Staves Weapon Group   Animal Handling: Interacting with and caring for animals.
Bargaining: Negotiating with others and making deals.
Deception: Lying to and tricking those less mentally adept than you.
Disguise: Making yourself look like someone else or a different class of person.
Etiquette: Knowing the social niceties of various cultures.
Gambling: Playing games of chance and profiting from them.
Interview: Interviewing people for information and finding and deciphering clues.
Leadership: Guiding, directing, and inspiring others.
Performance: Entertaining an audience with artistic talent.
Persuasion: Convincing others to agree with you.
Seduction: Making winning moves in the game of love.
Drinking: Consuming large quantities of alcohol and avoiding the aftereffects.
Rowing: Propelling a vessel with oars.
Running: Moving quickly in both short sprints and long distance hauls.
Stamina: Enduring fatigue, disease, and privation.
Swimming: Moving through the water and staying afloat.
Acrobatics: Executing gymnastic, balancing, and tumbling maneuvers.
Calligraphy: Writing with artful penmanship.
Crafting: Making items with manual skills, like woodworking, sculpting, leather working, glassblowing, etc.
Initiative: Acting quickly in tense situations.
Legerdemain: Using sleight of hand to trick others, hide things, and pick pockets.
Lock Picking: Opening locks without using keys.
Riding: Directing a mount such as a horse or pony.
Stealth: Sneaking about quietly and out of sight.
Traps: Detecting and disarming traps and other mechanical devices.  
Axes: Proficiency with weapons from the Axes Group. See.
Bludgeons: Proficiency with weapons from the Bludgeons Group.
Heavy Blades: Proficiency with weapons from the Heavy Blades Group.
Lances: Proficiency with weapons of the Lances Group.
Polearms: Proficiency with weapons of the Polearms Group.
Spears: Proficiency with weapons from the Spears Group
Arcana (various): There is a separate focus for each arcana, only those capable of magic can access this. Magic for more information.
Arcane Lore: Knowing about magic and its traditions.
Brewing: Making ale, mead, and other concoctions.
Cartography: Making and reading maps.
Cryptography: Creating and deciphering codes and ciphers.
Cultural Lore: Knowing the traditions and beliefs of various cultures
.Engineering: Knowing the practicalities of construction, building, and invention.
Evaluation: Determining the value of goods and objets d’art.
Healing: Aiding the wounded and sick.
Heraldry: Knowing coats of arms and royal families. Historical Lore: Knowing important events and personalities from the past.
Military Lore: Knowing strategy, tactics, and famous applications thereof.
Musical Lore: Knowing musical traditions and songs.
Natural Lore: Knowing natural flora and fauna.
Navigation: lanning and following a route from one place to another.
Research: Making a systematic investigation, usually using records, archives, and books.
Religious Lore: Knowing religious traditions and practices.
Writing: Expressing yourself with the written word.
Empathy: Discerning the feelings and emotions of others.
Hearing: Using your auditory sense.
Searching: Finding things that are hidden or obscured, such as secret doors.
Seeing: Using your visual sense.
Smelling: Using your olfactory sense.
Tasting: Using your gustatory sense.\
Touching: Using your tactile sense.
Tracking: Following tracks and other signs of passage.  
Climbing: Scaling walls and other vertical obstacles.
Driving: Directing and guiding carts, carriages, and other wheeled vehicles.
Intimidation: Overawing others with physical presence and threats.
Jumping: Springing and leaping.
Might: Performing feats of raw power, such as lifting or holding up heavy objects.
Smithing: Forging items made of metal, from weapons to jewelry   Courage: Overcoming fear in the face of adversity.
Faith: Deriving inner strength through spiritual or moral belief.
Morale: Maintaining good spirits and confidence in yourself or your group. NPCs tend to use this focus more than Player Characters.
Self-Discipline: Focusing your mental energy or controlling your impulses and emotions.

ABILITY TESTS

When your character is taking everyday actions that do not have a significant chance of failure, no dice need to be rolled. It’s enough to say that you are walking to the tavern or buying a dagger from the local weapon-smith. When you want your character to do something that requires risk or has a real chance of failure, that’s when the dice come out. To resolve actions you must roll an ability test. These tests are the heart of the Adventure Game Engine and you’ll make many. Ability tests are easy to learn and quick to resolve, so the game can keep moving at a good pace   To perform an Ability Test, roll THREE Six-sided dice, This Third dice will be considered the STUNT DICE. Roll the three dice together and add the results together; make sure to consider ability scores, as well as applicable ability scores.  

Test Result=3d6+Ability+focus


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