You are on page 1of 6

Besm D20 Fantasy Attributes

A characters core, base abilities are determined by six values known as Ability Scores. These
values describe the characters innate, natural aptitude at interacting with the world. The six
Ability Scores are:

Strength (Str)

Dexterity (Dex)

Constitution (Con)

Intelligence (Int)

Wisdom (Wis)

Charisma (Cha)

The values of these abilities range from 0 to infinity, with a normal human range from 3 to 18.
The normal human maximum is 24, but superhuman or supernatural characters may have higher
ratings. A value of none for an Ability Score, which is different from 0, is a special case
appropriate for specific character ideas.

Ability Score Cost

Abilities cost a number of Character Points equal to half the value of the Ability Score (round
up), which are paid for by the characters starting discretionary Character Points.

Zero Rating and None Ability Scores

It is possible for some constructs (including the Giant Robot class) or alien creatures to have a
score of none. None is not the same as a score of 0. A score of none means that the creature
does not possess the Ability at all. The modifier for a score of none is +0.

A characters Ability Score can never drop below 0.

Str 0 means that the character cannot move at all. He or she lies helpless on the ground.

Dex 0 means that the character cannot move at all. He or she is motionless and helpless.

Con 0 means that the character is dead.

Int 0 means that the character cannot think and is in a coma-like stupor, helpless.
Wis 0 means that the character is withdrawn in a deep sleep filled with nightmares,
helpless.

Cha 0 means that the character is withdrawn into a catatonic, coma-like stupor, helpless.

Ability Modifiers
Each Ability has a modifier that is the number you add to or subtract from the die roll when your
character tries to accomplish something related to that Ability. A positive modifier is called a
bonus, and a negative modifier is called a penalty.

Table 3-1: Ability Score Value Descriptions

Ability Score Modifier Description


1 -5 Inept
2-3 -4 Infant
4-5 -3 Child
6-7 -2 Significantly below adult human average; youth
8-9 -1 Below adult human average; teenager
10-11 0 Adult human average
12-13 +1 Above human average
14-15 +2 Significantly above human average
16-17 +3 Highly capable
18-19 +4 Extremely capable
20-21 +5 Best in the region
22-23 +6 Best in the country
24-25 +7 World-class ability; maximum human potential
26-27 +8 Above human achievement
28-29 +9 Significantly above human achievement
30+ +10 (and up) Legendary ability

Definition of Ability Scores


Strength
Strength is a measure of the characters physical power. Strength provides a modifier to:

Damage rolls in melee or unarmed combat or when using weapons that are Muscle
Powered.

Strength-based Skill checks.


Strength checks.

Any creature that can physically manipulate other objects has at least 1 Point of Strength. A
character with no Strength score cant exert force, usually because it has no physical body or
because it doesnt move. Such a creature automatically fails Strength checks. Note: since armour
is handled differently in Anime d20 than in other d20 games, Strength always provides a +0
modifier to melee attack rolls (the to hit roll), regardless of the characters Strength rating.

Dexterity

Dexterity is a measure of the characters hand-eye co-ordination, agility, reflexes, and balance.
Dexterity provides modifiers to:

The characters Armour Class.

Dexterity-based Skill checks.

Initiative rolls.

Reflex saving throws.

Dexterity checks.

Any creature that can move has at least 1 Point of Dexterity. A creature with no Dexterity score
cant move, but if it can act, it applies its Intelligence modifier to Initiative checks instead of a
Dexterity modifier (for example, an artificially intelligent computer that has no moving body
adds its Intelligence modifier to Initiative rolls). A creature with no Dexterity fails all Reflex
saves and Dexterity checks. Dexterity always provides a +0 modifier to ranged attack rolls,
regardless of the characters Dexterity rating.

Constitution

Constitution determines your characters health and stamina. Constitution provides modifiers to:

Hit Points earned per Level (though the value can never be reduced below 1 a
character always gains at least one Hit Point per Level).

Fortitude saving throws.

Constitution-based Skill checks.

Constitution checks.

Any living creature has at least 1 Point of Constitution. 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 damage, Ability drain, and energy
drain, and always fails Constitution checks.

Intelligence

Intelligence is a measure of the characters reason and ability to learn. Intelligence provides
modifiers to:

The number of Skill Points gained at each Level (though the value can never be reduced
below 1 a character always gains at least one Skill Point per Level).

Intelligence-based Skill checks.

Intelligence checks.

Any creature that can think, learn, or remember has at least 1 Point of Intelligence. 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.

Wisdom

Wisdom is a reflection of the characters willpower, common sense, intuition, perception, and
life experience. Wisdom provides modifiers to:

Will saving throws.

Wisdom-based Skill checks.

Wisdom checks.

Any creature that can perceive its environment in any fashion has at least 1 Point of Wisdom.
Anything without a Wisdom score is an object, not a creature. Additionally, anything without a
Wisdom score also has no Charisma score, and vice versa.

Charisma

Charisma describes the characters strength of persuasion, personality, and the characters
appearance. Charisma provides modifiers to:

Charisma-based Skill checks.

Charisma checks.
Any creature capable of telling the difference between itself and things that are not itself has at
least 1 Point of Charisma.

Hit Points:
In addition to your ability scores, which are relatively fixed and normally do not change, except,
perhaps, when you earn a level increase, you have an Attribute know as Hit Points. Hit Points
are a pool which measures how able you are to continue fighting. Your class and level
determines how many you have.

When your hit points hit zero, you become unconcious and may begin to die. You must make a
fortitude save with a DC of the damage you took from the blow + the number of negative hit
points you have. If you succeed, then you stop bleeding and remain stable. Otherwise, you
bleed for one point of damage and can save again the next round.

Once you hit a negative number of hit points equal to 10 + Your Constitution, you die.

You recover hit points each day depending on how much rest you get:

You were damaged again today: No Recovery

You engage in strenuous activity during the day: 1 HP per day

You engage in light activity during the day: Your level in HP

Total Bed Rest: Twice your level in HP per day.

Total Bed Rest with Medical Care: You regain three times your level in HP per day.

Proper medical care moves you down one step on the table above.

The Energy Attribute:


Distinct from your Ability scores is your Energy Attribute. This represents your 'chi', your inner
strength. Unlike Ability scores, but like Hit Points, it is a pool which is gradually used up, then
renewed by rest. Unlike Hit Points, you deliberately spend it to produce various effects:

You can burn a point of Energy and get a +2 to hit a foe

You can add 2 points to a defense roll with a point of Energy

You can add 2 points to a skill roll with a point of Energy.


You can burn a point of Energy to stabilize yourself if you have been reduced below zero
hit points.

Some feats and Class Features

Unless stated otherwise, all classes gain 1d2 Energy Points per level, plus the lowest Ability
Bonus they have from among Intelligence, Wisdom, or Charisma.

You might also like