State

From AF wiki
(Redirected from Down)
Jump to: navigation, search

As a result of effects you may gain temporary states that change what you can do. You can have any number of different states. Some states will stack, and give you multiple markers to track how affected you are. If a state doesn't allow multiple markers you lose 1 grit if you would get the same state again.

List of States

  • Bleeding: You may have this state multiple times, each as a separate bleeding marker. During your turn you suffer hits equal to half your bleeding markers (round up) and then remove one bleeding marker.
  • Blinded: You may have this state multiple times, each as a separate blinded marker. You suffer a visibility penalty on all checks. Each turn remove 1 blinded marker.
  • Burdened: If you carry more bulky items than your stamina you are burdened. You suffer a penalty to all checks for strength or skills controlled by strength, and your speeds are halved (round up).
  • Burning: You may have this state multiple times, each as a separate burning marker. you gain a marker from a burn result. During your next turn eliminate burn markers and roll 2dE per marker. On blue you lose grit, on red you lose hits, and on green you suffer new burn result. You may use a snap to eliminate 1 burning marker.
  • Cold: A harsh climate can make you cold. While cold you may not recover grit or rest. Warm shelter will eliminate this state.
  • Down: You suffer a penalty on all skill checks and your speed is zero. A snap eliminates this state.
  • Exhausted: You can become exhausted when you fail a fortitude check or go more than a day without rest or food. While exhausted you may not recover grit or gain bonuses. Resting (including eating a meal) will remove the exhausted state.
  • Frenzied: For the rest of the exchange you gain a bonus to strength and attack checks, a penalty to defense checks, and you ignore the penalty for being shaken, flustered, or wounded.
  • Flustered: Gained when you fail a wits check. You suffer a penalty on all checks, and if you fail another sanity check you are out. Flustered is eliminated when you would gain focus.
  • Frozen: You may have this state multiple times, each as a separate frozen marker. If you have any frozen markers your speed drops to 0 for all movement and you may not hustle. Each turn you eliminate a frozen marker.
  • Hot: A harsh climate can make you hot. While hot you may not recover grit or rest. Cool shelter will eliminate this state.
  • Injured: Gained when you fail a hits check. You suffer a penalty on all checks, and if you fail another hits check you are out. Eliminated when you make a recover check.
  • Out: You are no longer in control of your character. The details vary depending on how you were knocked out. You may be unconscious or crazed. Out is eliminated once you are not in an encounter, after the referee completes any narration about what happens while you were out.
  • Poisoned: You may have this state multiple times, each as a separate poisoned marker. You gain markers when you are hit by a toxin. Each turn while you have markers you suffer the effects of any toxins you were hit with. Roll a fortitude check each turn, and if its success margin meets or beats the number of poisoned markers you remove one.
  • Sick: You may get sick when exposed to a disease. While sick you may not recover grit. Each day you make a recover check, and if you fail you suffer the symptoms of the disease. If you can't rest then you automatically fumble the check. If you succeed and have the cure the sick state is eliminated, otherwise you don't suffer the symptoms that day. If no cure is listed, succeeding at three recovery checks in a row counts as a cure.
  • Shaken: Gained when you fail a resolve check. You suffer a penalty on all checks, and if you fail another resolve check you are out. Shaken is eliminated once you are not in an encounter.
  • Strapped: Gained when you fail a buy check. You may only check to buy tier 0 items, and if you fail the check you are removed from the store without the item. You can eliminate strapped by gaining Currency.
  • Stunned: You may have this state multiple times, each as a separate stunned marker. Through your next turn you suffer an extra penalty for each stunned marker on all checks. After you complete your turn all stunned markers are removed.



Version 2.5.1
©2014 Frameworks Games

This is outdated content. Update Needed!