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Character Abilities & Focus

    Abilities

    Your character is defined by eight abilities: Communication,
    Constitution, Cunning, Dexterity, Magic, Perception,
    Strength, and Willpower. Taken together these abilities
    map out your character’s strengths and weaknesses.

    You determine your abilities randomly by rolling dice, giving
    each one a numeric rating ranging from –2 to 4. A –2 is quite
    poor while a 4 is outstanding; a 1 is average. The higher the
    ability, the better. During play your abilities can increase as
    you gain experience and learn how to better harness your
    natural aptitudes.

    Abilities are a key component of the game and you’ll be using
    them frequently. You’ll find it useful to understand the nature
    of each ability, so descriptions of them follow.

    • Communication: covers your character’s social skills,
      personal interactions, and ability to deal with others.
    • Constitution: is your character’s fortitude and
      resistance to harm.
    • Cunning: is a measure of your character’s intelligence,
      knowledge, and education.
    • Dexterity: encompasses agility, hand-eye coordination,
      and quickness.
    • Magic: determines your character’s innate arcane power.
    • Perception: covers all the senses and the ability to
      interpret sensory data.
    • Strength: is your character’s physical prowess.
    • Willpower: encompasses mental toughness, discipline,
      and confidence.

    Determining Abilities

    You roll dice to determine your starting abilities. You will
    need three 6-sided dice (3d6). Roll all three and add them
    together to get a result. If you rolled 3, 4, and 6, for example,
    your result would be 13 (3 + 4 + 6 = 13).

    You need to make eight of these rolls all together, one per
    ability. On your character sheet, you’ll notice a section for
    abilities that begins with Communication and ends with Willpower.

    Starting at the top with Communication, make a dice
    roll, and consult the Determining Abilities table to determine
    your starting ability. A roll of 11 on the chart, for example,
    means the ability’s starting score is 1. Once you’ve recorded Communication, move on to Constitution, and then so on
    down the list until all eight abilities have starting scores.

    When you are done, you may swap any two of the abilities.
    This gives you a chance to customize your abilities a bit.

    Ability Options

    The character creation rules were designed with the
    beginner in mind. Random elements make the process
    easy because they cut down on decision making. If you
    have some RPG experience or just want more control
    when determining your abilities, however, you can use
    one of the following two options for determining abilities
    with your GM’s permission.

    Arranging abilities

    In this option you roll your abilities randomly as described.
    However, you can assign the results as you wish, so you
    can decide which rating goes with which ability. Instead
    of rolling in the ability order of the character sheet, you
    simply roll eight times on the Determining Abilities table
    and note the results on a piece of scratch paper. Then you
    assign each rating to the ability of your choice.

    Buying abilities

    Option 1 provides you with more power over your character’s
    starting abilities, but some players want total control. In this option your character’s abilities start at 0 and you get 10 advancements to increase them. Each advancement you spend raises an ability by 1, but no ability can be greater than 3. You must spend all ten advancements. Backgrounds then modify these starting ratings as normal in Step 3 of character creation: Choose a Background. So you could buy your character’s Constitution up to 3 with advancements, for example, and then choose the Fereldan Freeman background to make it a 4.

    Note that unlike some similar systems in other RPGs, this
    option does not allow you to make some abilities worse
    so you have more advancements to spend on others.

    Example

    Kate must now roll for her character’s starting abilities. She
    rolls 3d6 and gets a 13. Looking at the chart, Kate sees this
    gives her character a starting score of 2 on her first ability
    (Communication). Kate makes seven more dice rolls, getting
    5, 8, 16, 11, 6, 11, and 15. Her character’s starting abilities
    are thus Communication 2, Constitution -1, Cunning 0,
    Dexterity 3, Magic 1, Perception 0, Strength 1, and Willpower
    Kate then has the option of switching two of her
    scores. She decides to swap Perception and Willpower, so
    she ends up with a Perception 3 and Willpower 0.

    Ability Advancement

    When characters gain a level, they get an ability advancement.
    For lower ranked abilities this translates into a direct increase,
    but as a character grows in power it becomes more difficult
    and expensive to increase their most potent abilities. The exact
    number of advancements required to advance your rating to the
    next number depends on the new rating you’re trying to obtain.

    • For abilities up to 5, it costs a single advancement.
    • For abilities from 6 to 8, it costs two advancements.
    • For abilities from 9 to 12, it costs three advancements.

    This is summarized in the accompanying table. You get no benefit from advancements spent until you’ve gained the new rating. You should obviously keep a careful record of advancements spent that have not yet increased the relevant ability rating.

    Ability Focuses

    A focus is an area of expertise within the larger ability. While
    Cunning 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 is effectively 2
    higher than normal when working within that specialty. This
    is explained in greater detail in Chapter 2: Playing the Game.
    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. You don’t need to worry about choosing focuses now;
    that happens later in the character creation process. Your character will get access to focuses through backgrounds, classes, and talents. For a complete list of and more information about ability focuses, see Ability Focuses.

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