Choosing your Ability Bonuses

Having Chosen your Role, it is time to work out what your Character’s innate Abilities are.

Abilities represent how good a Character is at accomplishing certain tasks without relying on their training or experiences.

For New Players, you may wish to use the Recommended Ability Bonuses as described by your Initial Role. If so, pick one of the recommended Ability Bonus Arrays for your Role, and Proceed to the Other Bonuses Section below.

More Experience Players meanwhile may wish to decide their own Ability Bonuses. If so, this section describes how to generate your own Ability Bonuses.

Abilities and Ability Bonuses

There are Seven Abilities: Strength, Dexterity, Endurance, Intelligence, Charisma, Focus and Luck, which are described further in the below table:

TypeAbilityDescription
Physical
Abilities
StrengthYour Ability to exert physical force in the world
DexterityYour Ability to move precisely or with care, or to craft things
EnduranceYour Ability to endure Damage, maintain Concentration or resilience in performing physical activities
Mental
Abilities
FocusYour Ability to gain information from the world and your self-discipline
CharismaYour Ability to influence other Characters with language and your force of will
IntelligenceYour Ability to recall or understand information and to solve problems logically
OtherLuckRepresents how well outcomes are likely to go in situations where your Character has no agency
The Seven Abilities

A Character will have an Ability Bonus tied to each Ability. The higher your Ability Bonus is, the better you are at performing acts related to that Ability.

We summarize how the Ability Bonus relates to a Character’s capabilities in the below Table:

Ability BonusCapabilities
-2 or lessA person who is significantly impaired in carrying out tasks requiring this Ability (e.g. a person with an Intelligence Bonus of -2 may struggle to read)
-1A person who struggles to perform daily tasks requiring this Ability
0A person with the typical ability to perform tasks requiring this Ability
+1A person who actively practices this Ability, likely relying on it as part of their profession.
+2A person who is extremely capable in this Ability, and is likely well respected within a field requiring this Ability
+3A person who is a leading example of someone with this Ability, such as a Nobel Prize winner or reknowned athlete
+4A person’s who’s capabilities in this Ability are the stuff of legend, and would likely be a household name like “Einstein”
+5 or higherA person who’s capabilities in this Ability are truly fantastical in nature.
Ability Bonus and Capabilities

Choosing your Ability Bonuses

A Player may choose any values for their Ability Bonuses between -1 and +3, provided their total comes to a number determined by the Setting. 8 is the Default Total.

  • Settings with Heroic Characters (default): 8
  • Settings with Super Heroic Characters: 10
  • Settings with Realistic Characters: 6

Put these Numerical Values into the Abilities Section of the Character Sheet (Page 1).

Note there are two boxes for each Ability (with the exception of Luck).

Put these Numerical Bonuses in the top box of each Ability you wish to attribute that Bonus to (and the one box available for Luck).

Additionally, choose one Ability to “Train”.

Denote this Ability by placing an Asterisk (a * symbol) alongside the Numerical Bonus. This indicates that your Character is in the process of improving that Ability (see Training below).

Recommendations

We recommend having at least one or two Abilities with a +3 Bonus, which typically are attributed to one of your Archetype’s recommended Abilities.

For example, a Player who envisages having a Hero who is physically very able, not particularly eloquent and currently trying to improve their Endurance further may have the following Bonuses:

  • Strength: 3, Dexterity: 2, Endurance: 3*, Charisma: -1, Focus: 0, Intelligence 0 and Luck: 1.

The sum total of 3, 2, 3, -1, 0, 0 and 1 is 8, and the Asterisk marks the Character is currently Training their Endurance.

Ability Bonus Arrays

Instead of deciding the Numerical Bonuses yourself, you may either choose one of the following example sets of Ability Bonuses in the table below, or roll a d6 dice and choose the corresponding set of Ability Bonuses.

d6NameNumerical Bonuses
1Standard332100-1
2Well-Rounded3221000
3Diverse322200-1
4Focused33220-1-1
5Highly-Focused33310-1-1
6Hyper-Focused3332-1-1-1
Example Ability Bonus Array

The above Table assumes your Character is “Heroic”.

For Super Heroic or Realistic Characters, increase or decrease two of the Ability Bonuses in the chosen Array by one respectively.

Assign each Bonus to an Ability of your choice as described previously.

Additionally, choose one Ability to “Train”.

Denote this Ability by placing an Asterisk (a * symbol) alongside the Numerical Bonus. This indicates that your Character is in the process of improving that Ability (see Training below).

For Super Heroic or Realistic Characters, increase or decrease two of the Ability Bonuses in the chosen Array as required.


How to Distribute Ability Bonuses

You may assign your Ability Bonuses to whichever Abilities you feel best suits your Character.

Place each Numerical Bonus into an Ability of your choice.

Recommendations

Freedom Fantasies is a game which is intended to focus on the adventures of Heroic Characters who are competent.

Each Role provides guidelines on what Ability Bonuses are mostly commonly utilized by their features. Characters who are significantly weaker in those Abilities may find they are less competent in the features their Role grants them.

Characters who have weak Physical Abilities may find they are significantly more vulnerable during violent Conflicts.

Characters with weak Mental Abilities may find themselves less capable in contributing to the narrative outside of violent Conflicts.

Discuss with your GM the types of scenarios the story is likely to include when assigning your Ability Bonuses.


Training

Many of the features granted to Characters describe a Character being able to “Train” an Ability.

Gaining an Edge

If you Train an Ability which has not been previously trained before, place an Asterisk (a * symbol) beside it on your Character Sheet. This indicates you are in the process of improving that Ability.

This is referred to as giving you “an Edge” in that Ability.

Pushing your Limits

Under certain circumstances, you may be able to treat Abilities you have an Edge in as being one point higher (e.g. a +3* would be considered a +4).

This is called “Pushing your Limits”

For example, the “Desperate Condition” (which occurs when you have taken more than half the Damage you are capable of withstanding) allows a Character to Push their Limits (see Conditions).

Additionally, when you tie with another Character in an Opposed Roll, a Character with an Edge in their Check will succeed over a Character who does not have an Edge.

Increasing an Ability Bonus

If you Train an Ability which already has an Edge, you remove the Asterisk and the Ability Bonus increases by 1.

Some features, such as the Major Improvement feature, allow you to simply increase an Ability Bonus by 1 (the equivalent of Training it twice). If the Ability had an Asterisk, it retains it when you increase it in this way.

Whenever a feature allows you to choose a Basic Perk, instead of choosing a Perk you may instead Train an Ability.

Whenever an Ability Bonus increases, ensure you update all features and boxes which use that Ability Bonus.

Ability Bonus Limitations

A Character cannot increase their Ability Bonus above +3* until they are Level 4 or higher.

Additionally, unless otherwise stated a Character cannot increase their Ability Bonus above +5*.

Some Roles grant Characters the Legendary Abilities feature. This allows them to exceed +5* with features granted by their Role.

All Martial Roles and the Trickster Role are granted this feature at Level 12, as it reflects the importance of personal improvement to those Characters.

The Inventor, Champion and Explorer Roles are granted this feature at Level 16, as personal improvement still has some relevance to those Characters.

Other Roles, most notably those who focus on the use of Magic, gain this feature at Level 20. This reflects how those Characters have typically focused on the practice of magic instead.


Other Bonuses

Skill Bonus

A Character’s Skill also confers a Numerical Bonus, however it is not itself an Ability.

Skill is a representation of your Character’s ability to perform well in areas they are Skilled at (as well as in the use of Weapons and Magic they are capable of using).

Your Skill Bonus begins as a +2 Bonus. Whichever Role you take, your Skill Bonus will be Trained when you reach an Odd Numbered Level in that Role, starting at Level 3.

The Skill Bonus of a Character who only takes a single Role will have the progression described in the below Table:

Role LevelSkill Bonus
0+2
1-2+2
3-4+2*
5-6+3
7-8+3*
9-10+4
11-12+4*
13-14+5
15-16+5*
17-18+6
19-20+6*
Skill Bonus Progression

If you know what Level your Character will be starting their Story at, add the Value of your Skill to the Skill Bonus Section of your Character Sheet.

If you intend to Diversify your Character, you will need to determine how many times your Skill Bonus has be Trained. Note that the Skill Bonus of a Diversified Character will always progress more slowly, reflecting how such Characters are less focused in developing the abilities they already have.

Adding your Skill Bonus to Abilities

Once you have determined your Ability and Skill Bonuses, you can complete the Abilities Section of your Character Sheet and determine your Physical and Mental Defense Bonuses.

The second row of boxes below your Ability Bonuses represent the total Bonus you add to a Check if it uses both that Ability AND your Skill Bonus.

For each of these boxes, add your Skill Bonus to the Ability Bonus above it, and write this number into each box.

If an Ability has an Edge, include the Asterisk in this box also.

For example, a Level 1 Character with a + 2* in Strength would have a Skill Bonus of +2. Therefore they would have a +4* in the box below their +2 Bonus in Strength.

Note that it is possible for a value to have a “Double Edge” or “**”, i.e. an Edge from two different sources such as both an Ability and a Skill Bonus. In such cases, the value is treated as two points higher when you are Pushing your Limits. In even rarer cases a Triple Edge is possible, which would result in the value being treated as three points higher.

Note your Luck Bonus does not have a second box attributed to it because you can never add your Skill Bonus to a Luck Check.

Physical and Mental Defense Bonuses

The Physical and Mental Defense Bonuses of your Defenses Section can be determined from the Numerical bonuses attributed to your Abilities.

Your Physical Defense Bonus is equal to the highest of your Physical Ability Bonuses (Strength, Dexterity or Endurance), meanwhile your Mental Defense Bonus is equal to the highest of your Mental Ability Bonuses (Charisma, Focus or Intelligence).

Additionally, if you are Skilled in a Defense, you may add your Skill Bonus to the total of that Bonus.

For Example, a Hero who is Skilled in Physical Defense and has a Strength Bonus of +3*, a Dexterity Bonus of +1, an Endurance of +3, Charisma of +2, Intelligence of +0, Focus of -2, Luck of +1 and a Skill Bonus of +2 would have a Physical Defense Bonus of +5* (+3* + 2) and a Mental Defense Bonus of +2.

Speed Bonus

Each Character will also have a “Speed Bonus”. Like Skill, this is not an “Ability”, however some Checks may treat it as such (for example Movement Checks during Chase Conflicts).

In a Battle Conflict, your Speed Bonus will determine how many Spaces you can Move on the Battle map.

All Characters will have a Speed Bonus of 6, however some Role features and Perks may increase this Bonus, and some Equipment may decrease this Bonus.

Inventory Limit

Each Character also has an Inventory Limit.

This represents your Character’s ability to carry a range of different pieces of equipment with them throughout their Story.

We will describe the importance of your Inventory Bonus in the Starting Inventory Page, however we may determine it here.

Your Inventory Bonus is equal to 5 + your Strength Bonus (some Perks and Features may also change this value).

Pushing your Limits will not increase your Inventory Bonus.

A negative Strength Bonus will decrease your Inventory Limit.


Next Steps

By this point, you should now have chosen both your Role and your Ability Bonuses.

To continue building your Character we will Level Up your Character.