Difference between revisions of "Talk:Abilities"

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(Endurance)
(Strength)
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| Immense Strength +2*
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| Immense Strength*
 
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! 7
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! 9
 
! 9
| Second Chance, Immense Strength +4*
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| Second Chance, Rockhammer Fist*
 
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| Simple Exertion, Immense Strength +6*
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| Simple Exertion, Vice Grip*
 
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'''Iron Grip -''' Characters receive a +4 bonus when [[Grapple|Grappling]] and may deal Normal Damage instead of Sublethal Damage while in a grapple.
 
'''Iron Grip -''' Characters receive a +4 bonus when [[Grapple|Grappling]] and may deal Normal Damage instead of Sublethal Damage while in a grapple.
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'''Rockhammer Fist -''' Characters' unarmed attacks deal 1d6 points of Normal Damage instead of Sublethal Damage. The attacks still invoke an attack of opportunity. However, if the characters have the [[Unarmed Strike]] feat, their damage increases to 1d8 points.
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'''Vice Grip -''' While [[Grapple|Grappling]], characters may deal 1d12 points of Sublethal or Normal Damage for every 5 points their grapple check exceeds their opponents'.
  
 
= Endurance =
 
= Endurance =

Revision as of 09:42, 27 December 2010

Ability Damage

A damaged ability score recovers
at a rate of 1 point per week. The
Heal skill cannot help improve
this healing rate.

Permanent Ability Damage

Ability damage that is specifically
permanent cannot be recovered
without the use of magic. The
cost of magically healing this
is twice that of the normal cost.

Every character in LoC has eight Core Ability Scores. Core Abilities are the backbone of every character.

  • Abilities have a floor of zero. An ability score that hits zero will either disable or kill the character.
  • Novice characters have an average score of 3. Their Primary Ability will be in the 4-5 range.
  • There is no limit to Ability Scores, but anything above a 10 is considered beyond exceptional. Anything past a 13 is beyond human ability.

Strength

Strength determines how strong characters are. Specifically, it defines brute force.

  • Zero - The character is too weak to move and is Disabled. He can barely lift his own arm, effectively bedridden.

Ability Features

Value Features
5 Immense Strength*
7 Easy Exertion, Iron Grip*
9 Second Chance, Rockhammer Fist*
11 Simple Exertion, Vice Grip*
* - Primary Feature

Standard Features

Easy Exertion - When in non-stressful situations, characters may Take 10 on skill checks involving Strength even if the rules don't normally allow them to.

Second Chance - When characters fail a skill check involving Strength, they may immediately re-roll the check. They take the second result, even if it is worse.

Simple Exertion - Characters may Take 10 on skill checks involving Strength even in stressful situations.

Primary Features

Immense Strength - Characters may add 2 additional points of damage to their attacks when their Strength is applied. This bonus increases to +4 at Ability Level 9, and +6 at Ability Level 11.

Iron Grip - Characters receive a +4 bonus when Grappling and may deal Normal Damage instead of Sublethal Damage while in a grapple.

Rockhammer Fist - Characters' unarmed attacks deal 1d6 points of Normal Damage instead of Sublethal Damage. The attacks still invoke an attack of opportunity. However, if the characters have the Unarmed Strike feat, their damage increases to 1d8 points.

Vice Grip - While Grappling, characters may deal 1d12 points of Sublethal or Normal Damage for every 5 points their grapple check exceeds their opponents'.

Endurance

Endurance determines how much physical punishment the character can take. It defines the characters Health and Fatigue, the character's resistance to the elements, and the character's resistance to disease.

  • Zero - The character is Dead. His heart is too weak to keep beating.

Ability Features

Value Features
5 Combat Stamina 1, Incredible Health*
7 Stout Heart, Thick Hide*
9 Combat Stamina 2, Insurmountable Health*
11 Amazing Stamina, Steadfast Constitution*
* - Primary Feature

Standard Features

Combat Stamina - If characters spend more AP than their Endurance, they may ignore up to 2 points of the subsequent Sublethal Damage. This threshold increases to 4 points at Ability Level 9.

Stout Heart - Characters may immediately re-roll a failed Endurance check made to resist fatigue and sublethal damage effects. They must take the second result, even if it is lower than the first roll.

Amazing Stamina - Characters recover their Sublethal Damage at a rate equal to their level per hour.

Primary Features

Incredible Health - Characters gain an additional 3 hit points per level. This health is added retroactively.

Thick Hide - Characters gain the benefits of Damage Reduction 2/-. At Ability Level 9, this increases to 4/-, and increases to 6/- at Ability Level 11.

Insurmountable Health - Characters can opt to spend 1d4 + 4 points of Capacity and be instantly healed by a quarter of their total health. Health that exceeds the characters' max HP disappears after ten minutes.

Steadfast Constitution - Characters may Take 10 on any check that involves their Endurance.

Agility

A character's agility determines how much control he has over his body, how aware he is of his balance, and his manual dexterity.

  • Zero - The character lacks the coordination for cohesive motor functions and is effectively Disabled. Any attempted actions either won't result in anything or will cause violent seizures.

Speed

A character's speed determines his reaction time and the swiftness of his movements.

  • Zero - The character's reaction time is so slow that everything around him moves incredibly fast, far too fast for him to react. To an outside observer, the character moves as if in slow motion, effectively Disabling the character.

Intellect

A character's intellect defines their fluid intelligence. The character's intellect is the representation of their raw cognitive power.

  • Zero - The character is completely brain dead and Disabled. The character is a comatose vegetable.

Will

A character's will determines how much mental punishment he can take. It determines the strength of his focus and resolve.

  • Zero - The character is incapable of focussing on anything for more than a few seconds or is hopelessly demoralized and depressed. The character is Disabled, as he cannot hold a thought in his head.

Intuition

A character's intuition determines how connected he is to the outside world. Intuition represents the innate awareness characters have with their surroundings and of those around them.

  • Zero - The character is completely detached from the world and is Disabled. The character is extremely schizophrenic, and cannot differentiate between what is real and what is simply in their imagination.

Charisma

A character's charisma determines how connected he is to those he interacts with and determines how well that character knows himself. A strong charisma is indicative of a character's strong awareness of his soul. Charisma determines self-respect, self-image, and confidence.

  • Zero - The character's connection to his soul is severed, killing him instantly.