[Introduction](Introduction.md) | [ToC](FluxRPG.md) | [Character Creation](Character%20Creation.md)
## Ability Scores:
Ability Scores are the core attributes for your character. They are a measure of your character's primal, raw ability. While not the totality of your character, they are the part that drives the rest of your skills and abilities.
Ability Scores are divided into three categories, Mind, Body, and Spirit, with three Ability Scores per category.
### Ability Scores
| Mind | Body | Spirit |
| ------------------ | ------------------ | -------------------- |
| Intelligence (INT) | Strength (STR) | Power (POW) |
| Wisdom (WIS) | Agility (AGI) | Gnosis (GNO) |
| Ego (EGO) | Constitution (CON) | Quintessence (QUINT) |
**Intelligence** is your raw ability to learn, process, and apply information. It's
your ability to think and reason.
**Wisdom** is your degree of common sense, and your innate understanding of the world around you and how things interact and interconnect.
**Ego** is your willpower and innate sense of self. It is your ability to stand against adversity, and to resist emotional and mental control.
**Strength** is your physical prowess, your ability to push, bend, lift, carry, and pull. It impacts damage dealt by physical melee attacks.
**Agility** Is your flexibility, speed, and body control. It helps you to climb, dodge, do fine manipulations, and get out of (or into) tight spots.
**Constitution** is your core health and physical makeup. It is your ability to withstand poison, disease, fatigue, and other physical ailments. It is what allows you to run long distances or go prolonged periods without sleep. It is also the primary component for resisting physical attacks and manipulation from magicks, and remaining conscious after taking massive damage.
**Power** is your raw force of spirit. This is comparable to Strength for the body. This impacts the strength of your magical attacks, as well as some other more spiritual abilities. Individuals with a high power also tend to have a strong force of presence, impacting how charismatic they may be.
**Gnosis** is your innate understanding of the things of reality, your basic ability to control spiritual forces and powers. This is the guiding stat for controlling many magicks and magical abilities.
**Quintessence** is the base substance of the spirit, and in effect, reality itself. This is a measure of the substance of your spirit. This stat will help to fend off many magical attacks, as well as being an indicator of your capacity for containing the spiritual energy that fuels magicks and other fantastic abilities.
## Ability Score Modifiers:
Each of your ability scores produces a modifier that may be used for various purposes, such as a damage modifier derived from Power or Strength.
This modifier is your ability score divided by five, rounded down. This means that 0 – 4 would have no modifier. 5 – 9 would have a modifier of +1. 10 – 14 would have a modifier of +2. The pattern continues in this way.
There will be times when an ability score impacts a roll or some other number. For clarity purposes, I will attempt to spell out which is being used. On occasion though, you may still find something written in an abbreviated form. This will generally refer to the modifier. For instance, if Power is 15, then POW is +3.
## Derived Attributes:
Abilities scores are also the source of various derived attributes that impact how your character operates.
| Attribute | Source |
| ----------------- | ---------------------------------- |
| **Mana** | Quintessence + Modifiers |
| **Power Rating** | Power + Modifiers |
| **Stamina** | Ego + Constitution |
| **Essence** | Ego + Mana |
| **Hit Points** | Ego + Constitution + Quintessence |
| **Basic Defense** | Agility + Dodge skill |
| **Basic Attack** | Agility + Weapon Skill |
| | |
## Skill Usage and Conflict Resolution (The Core Mechanic)
Most abilities will be driven by appropriate skills. The Skill Rating for most skills will be:
> **Skill Rating:** Skill Rank + Ability Score + Modifiers
When you attempt a task, your Skill Rating is compared to the Difficulty Rating of the task at hand to generate a percentile score. This is your chance of success. To determine if you succeed or not, roll percentile dice and compare the results. If you roll at or below the target number, then it is a success.
## Degree of Success or Failure
The degree of success or failure is the number that you succeed or fail by. For instance, if you have a twenty-five percent chance of success, and you roll a 20, then the degree of success is 5.
Furthermore, if you roll a natural 1 (That is a 1 on the die), or have a degree of success greater than 20, then you achieve a critical success.
If you roll a 97 – 100 on the dice, or a degree of failure greater than 30, then you will achieve a critical failure.
Note: If the chance of success is greater than 75%, then a natural roll of 97 – 99 is not an automatic critical failure. There are advantages to being good at what you do.
## Chance of Success
Ok, no more beating around the bush. The core mechanic, the formula that determines the chance of success is as follows:
> **Chance = Skill/(Skill + Difficulty)**
Where Skill is your adjusted Skill Rating, and Difficulty is the adjusted Difficulty Rating of the task.
This means that if your skill is equal to the difficulty of the task at hand, you have a fifty percent chance of success, with the chance going up or down with your skill.
## Modifiers
Sometimes, circumstances or abilities will apply modifiers to the difficulty of a task. Penalties make a task more difficult, while bonuses make the task easier.
To keep things simple in practice you will add the value of a bonus to the Skill Rating and add the value of a penalty to the effective difficulty rating.
## Ability Checks
Sometimes the GM will want to test something against your raw ability scores. This could be something such as your ability to resist disease or poison, or deciding whether you run away in fear in the face of a horrifying monster.
Whatever the purpose of the check, the ability score will act as the Skill Rating for the check. Depending on the campaign, the GM may apply modifiers from skills, abilities, or spell effects.
## Perception/Awareness
Much like Ability Checks, Perception checks will be made treating the character's perception score as the Skill Rating for the roll.
The character’s perception score is the average of the value of the character’s mental and spiritual modifiers.
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[Introduction](Introduction.md) | [ToC](FluxRPG.md) | [Character Creation](Character%20Creation.md)