Ability Worksheet

From AF wiki
Jump to: navigation, search

A list of all abilities by type. Each is 1 point.

Species

  • Ambidextrous: Ignore the sundry penalty on one weapon, and the target must make a separate defense check against each attack.
  • Armored: You gain +1 armor. This stacks with other sources of armor.
  • Clairvoyant: You gain a bonus on checks contesting a hidden decoy and you may spend focus to gain a screen and an extra guard.
  • Clawed: You gain an attack with claws dealing 3dE hits/bleed (mighty).
  • Ethereal: You ignore all blue damage results, terrain, and you may not equip items. Affecting physical objects (including using a slam) costs 1 grit. If you are knocked out, you vanish for days equal to your failure margin.
  • Fanged: Your slam gains pierce 1 and if you hit you lock the opponent.
  • Fibrous: You take bleed damage as regular hits, and attacks to your limbs have no extra effects.
  • Finned: You may remain underwater indefinitely without drowning and your swim speed increases by +1.
  • Four-armed: You have four hands to equip items in, and may sundry attack with all of them.
  • Four-legged: Your run speed increases by +1 and you ignore the effects of the burdened state.
  • Gliding. You have a fly speed of 5, minus one for each bulk you carry. Each turn you fly roll an effect die. On a green result you must descend an area, and on a red result you may ascend an area.
  • Large. Your size is big (1). You ignore 1 stagger and gain a bonus on strength checks. Requires 1 point in strength.
  • Mechanical. You are immune to toxins, disease, bleeding, and age. You may spend 1 focus to avoid being exhausted. You may not rest to recover hits or from being exhausted, but you may be repaired with machinery like an object. You can't be knocked out by grit damage, but once you are shaken all grit damage you suffer is taken as hits instead.
  • Nocturnal: You ignore visibility penalties and limits for darkness.
  • Photosynthetic: You do not use supplies or require them to rest. If you rest in sunlight with water you recover extra hits equal to your recover success margin.
  • Scary: Opponents must make a fear check when they first come within your reach and you gain the Frightening Bellow stunt.
  • Serpentine: You have no legs to target or disable, but you move normally. You do not require any hands to lock an opponent.
  • Small: Your size is small (-1). You gain a bonus on agility or subterfuge checks against a larger opponent, but suffer a penalty using bulky items.
  • Spiky: Your body has the blade keyword. When you crush or are crushed you deal your slam, and blue results deal hits.
  • Symmetrical: You no longer have a facing or a flank line. Any area is considered forward for attacking or moving.
  • Tentacled: You gain a bonus to lock an opponent or grab a surface, and attempts to escape your lock suffer a penalty.
  • Undead: You are immune to toxins, disease, bleeding, and age. You may not rest normally, but each time you deal hits to a locked living target counts as an immediate rest. You can't be knocked out by grit damage, but once you are shaken all grit damage you suffer is taken as hits instead.
  • Winged. You gain a fly speed of 5 and can hover with a snap. Wings may be targeted like arms or legs, and if disabled you lose your fly speed.

Strength

  • Bash: You add +1dE to all physical attacks.
  • Carry: You can carry bulky items up to double your stamina without penalty, or up to triple by becoming burdened. You gain a bonus on endurance checks for walking.
  • Endure: You gain a bonus on checks against diseases, intoxicants, or toxins, and climate.
  • Grapple: Use an Action to grab an opponent within Reach. A Good roll Locks the target. A Lock requires two hands and Effort each Turn to maintain. Alternatively, Grapple may be used to break free of a Lock with a Good roll.
  • Tough: You take 1 fewer grit from any attack and gain a bonus on hits checks.

Sense

  • Concentrate: You start each session with an extra focus, and gain a bonus on checks that you spend a project doing.
  • Disguise: Used to change your own features with makeup and accessories. Your true features count as Concealed. Drastic physical differences (including body type, gender, and species) apply a Penalty. You can attempt a limited disguise—just looking like someone else, anyone else—with as little as a minor change to clothing. More intentional transformations, or impersonating a specific individual require a Disguise Kit to even make the attempt. When you’re impersonating someone and arouse suspicion you must roll the lower Save between your Convince and your Conceal to keep up your ruse. You can roll to disguise someone else, but they suffer the Penalty on Conceal Saves if they don’t also have the Disguise Cascade.
  • Notice: The Referee may ask for a Sense Save to spot an important detail—or register the significance of something you otherwise automatically perceive. Notice applies during many Encounters. This happens when foes are setting up an Ambush, and you must Save to start the Exchange normally. A success may even abort the ambush entirely—some foes won’t attack if their approach is noticed. If you potentially reveal a character’s Trait during a conversation a Good Notice Save confirms your suspicion. On a Bad roll you know you missed something, but don’t know why the Referee asked you to Save unless it becomes obvious later. You do still have a feeling, so it’s legitimate to actively probe for what you may have missed, assuming you have time to.
  • Rein: You gain a bonus on fear and wits checks.
  • Repair: You gain a bonus on checks to fix damaged items, and items don't take damage or material loss from a failure margin.

Heart

Agility

  • Climb: Moving on a steep or Jagged surface requires the Climb Mastery. Difficult surfaces apply a –1 (or more) Penalty to the roll. On roll where you can’t pay for the Penalties you Fall. Note that if Penalties exist and you don’t roll, then you automatically don’t have the Pairs to spend.
  • Run: Your run speed increases +2 and you may roll a second effect die in a chase on foot each round and choose which to use.
  • Rush: After reflex cards are revealed you may choose to replace yours with the top card of the deck.
  • Swim: Moving in water deep enough to submerse you uses the Swim Mastery. Strong currents or bad conditions apply a –1 (or more) Penalty to the roll. On roll where you can’t pay for the Penalties you Drown. Note that if Penalties exist and you don’t roll, then you automatically don’t have the Pairs to spend.
  • Tumble: You may check to eliminate down immediately. A success eliminates it for free but a failure costs a defense. You gain the Constant Motion stunt.

Appearance

  • Entertain: You gain a bonus on dazzle and ritual checks, and you ignore the obscure penalty for knowing rare dances, songs, or tales.
  • Gamble: You gain a bonus on any check with currency at stakes. You may use subterfuge to cooperate with your own checks in games of chance, but if you gain interference you are caught cheating.
  • Lie: You gain a bonus on any check to convince and persuade.
  • Seduce: You gain a bonus on excite checks and you may invite someone to a kiss without cost.

Combat

  • Brawl: Your slam attack gains +1dE and you gain a bonus on combat unarmed against an unarmed opponent.
  • Hurl: You gain a bonus when throwing a weapon or item, and may equip the weapon as part of your throw action.
  • Slash: You gain a bonus with blade attacks, and blades deal +1dE.
  • Stave: You gain a bonus with rods, and may parry or counter movement with them.
  • Whirl: You gain a bonus with flex weapons and do not strike yourself on a fumble.

Communication

  • Banter: Your voice gains +1dE and you gain a bonus on refuse checks.
  • Bargain: You spend a few days shopping around for Rare items or trying to get a good deal. Roll a Check, and if you succeed you can buy the item for one Cash Bill less. On a Bad roll you can’t find a deal and make no purchase at all. Rare items apply a –1 Penalty to the roll, and Scarce items are –2 to buy at all.
  • Manipulate: You gain a bonus on persuade checks. Pick a target and gain an extra bonus on all social checks against them. Once you choose a new target you have a penalty against the previous target.
  • Network: You gain a bonus on monitor checks to get rumors or gather information. You can spend a focus to create a friendly contact in a location who remains until killed or provoked.
  • Preach: You have the Ordained Clergy asset. You may use magic provided by your religion.

Machinery

  • Crack: Open a lock without a key. Without a key you need a tool which can fit in the lock. Purpose-built Lockpicks provide Advantage. Roll a Check. A complicated or secure lock applies a Penalty. A Bad roll ruins the pick, jams the lock, or draws unwanted attention. The Lockpick Mastery applies to this crime.
  • Make: You can build any tier 1 item on the equipment list, and you start with an extra item or mod that you could build.
  • Pilot: You gain a bonus to checks for skycraft, and in a skycraft chase you roll two pursuit dice and choose the better result.
  • Sail: You ignore the penalty from the rigged keyword, and you gain +1 wind die.
  • Shoot: Use an Action to make a ranged attack with a weapon, and deal its damage on a Good roll. Penalties for the target’s Range and Concealment are common. You also suffer a Penalty if someone you don’t want to hit is adjacent to the target, and a Bad roll which can’t pay off the Pair hits that person instead, so exercise caution!

Rank

  • Direct: You can give up your guard to allow all followers to guard against an attack and spend focus on follower's checks. You gain the Sudden Directive stunt.
  • Intimidate: You can stare down an opponent as a Manipulation. During an Exchange it requires an Action, and Routs the target if successful. Outside of an Exchange a Bad roll causes the target to become Hostile.
  • Lead: You retain control of followers regardless of distance or whether they have markers, and you gain the Bolstering Speech stunt.
  • Own: You start play with an extra tier 2 asset. If lost, you regain it or another tier 2 asset on your next respite.
  • Plan: You always place your band's starting positions after opponents are placed, but the referee may limit where you can place. You may spend a focus for available reinforcements arrive after an exchange.

Scholarship

  • Cast: You may use spells, and you gain the Empowered Magic stunt. You can spend 1 focus to do a project in 1 action or affect something you can see as if you could touch it.
  • Deduce: You gain a bonus on sense checks against clues and cues. When you inspect you get all the pointers, plus the location of the nearest clue or cue from the same mystery.
  • Entertain: You gain a bonus on dazzle and ritual checks, and you ignore the obscure penalty for knowing rare dances, songs, or tales.
  • Heal: You may use an action and check scholarship for an ally within reach. If you succeed you remove one bleeding and restore grit up to the success margin. When you treat others you restore hits equal to your success margin (spread between allies as you see fit).
  • Recall: You gain a bonus on any knowledge or research check.

Subterfuge

  • Ambush: If your surprise attack misses you remain hidden. You gain the Finishing Strike stunt.
  • Hide: You can become Hidden if no opponent has a Line of sight to you without a Penalty. Outside an Exchange just roll a Check, and on a Bad roll any nearby foes get a Notice Save to detect you before you can become Hidden. Becoming Hidden during an Exchange is an Action. On a Good roll you gain a token to show you are Hidden. You can still move while Hidden, but you can’t cross a Line without a Penalty (such as Cover or Visibility) without revealing yourself. Foes roll a Notice Save if you move while within 12” of them, Opposed by your Hide Check. If there are multiple foes, roll the closest with Support from any others.
  • Poison: You gain a tier 1 toxin, and a bonus on checks to create or milk toxins. There is a penalty to perceive poisoned food or drink you prepare.
  • Rob: You gain a bonus to trick and conceal checks, and you ignore the penalty to sell stolen items.
  • Scheme: You may spend focus to escape from an encounter or draw an extra reflex card.

Survival

  • Hunt: You gain a bonus on checks to forage and on attacks against creatures.
  • Ride: Roll a Check to mount, dismount, or Dash while atop a creature. Use your mount’s Speed, but your roll for any Dash or Jump. On a Bad roll you become Stumped. Some mounts are ill-tempered, and apply a Penalty to the roll. If you can’t pay the Penalty you fall off the mount and are Staggered. Each different kind of creature is a Mastery. You may use an Effort to Ride, but only roll a Save instead of a Check.
  • Scout: Any expedition you are in rolls an extra effect die, and can choose either result. You always place yourself in an encounter zone after opponents have been placed.
  • Tame: You may use social attacks against feral or tamed creatures.
  • Track: You know how to detecting signs of movement on the ground, and follow those disturbances back to their source. You don’t need Track to notice a set of footprints in the mud, but you do need it to figure out where they came from or follow them through rocky hills to a distant destination.

Dropped

  • Drive: You gain a bonus to checks for roadcraft, and in a roadcraft chase you roll two effect dice and choose the better result.
  • Smuggle: Your vehicle counts as hidden outside encounters, and checks to find items (or people) hidden aboard your vehicle suffer a penalty.
  • Travel: Your band or vehicle's speed increases by 1 during a journey and you don't lose wits from a prolonged journey.
  • Appease: You may retort tension and use communication to convince without taking a penalty.


Version 2.5.1
©2014 Frameworks Games

This is outdated content. Update Needed!