Modifier

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Modifiers are either a bonus or a penalty. A bonus adds +1d6 to the check you roll. A penalty adds +1d6 of Interference. Bonuses and penalties don't negate one another, so may add dice to both the check and the Interference. Modifiers are judged by the referee, and may not apply to every situation or check. Those listed here are meant as a guide. You can suggest when you think a modifier should apply, but the referee's call is final. All modifiers must be known or selected before the check is rolled.

Furious

Furious attacks are more aggressive options. Note that if multiple attacks hit a single target from the same action the same defense and guard applies to all attacks.

  • Burst: Burst attacks have a rating, usually from 2 to 5. The rating adds a bonus and an equal penalty. Every success that remains is a separate hit, up to the Burst rating. These hits can all hit the same target, a unit, or be spread. For spread fire pick an initial target, and one attack each is distributed to everyone around him, starting from nearest to farthest.
  • Charge: Allows the character to move into melee with the target and attack.
  • Sundry: A Sundry attack allows you to make a seperate attack with each weapon you have equipped, or with a weapon plus an unarmed slam. The attacks may target the same individual or different ones, and don't need to use the same skill.
Furious
Burst +x bonus and -x penalty
Charge +1 bonus and -1 penalty
Sundry Roll 2 attacks with a -3 penalty

Cover

Cover applies to attack lines, usually for sense or ranged attacks. The referee has final say on what objects and map features provide cover. As a rule of thumb, if an object or structure is at least half as big as the target and would take at least one attack to destroy then it counts as cover. If it's one of those two but not both, it's only Concealment. If you can draw a line from any of your area's corners to all corners of the target's area without crossing cover, there is no cover. If the line to any of the target's corners does cross cover, then the penalty applies. If you can't draw a line to any corner without crossing cover then the check can't even be attempted unless the cover is low enough to allow attacks. Note that the "Adjacent to Cover" bonus to Saves does apply to melee attacks.

Cover
Concealment -1 penalty
Cover -2 penalty
Adjacent to Cover +2 bonus to Saves

Range

Range applies to attack lines, usually for perception or ranged attacks. Once you have a line to the target, count the inches or hexes along the shortest path. Areas upward add to the count, but downward do not unless the range down is farther than the range away, in which case use the larger. Your range keyword determines how far away before you suffer a penalty for a distant target, and also the maximum distance to attempt a check at all. Sight is usually long, but may increase to telescopic with a good vantage point. Hearing depends on how loud the sound is, with soft sounds being close, loud ones like gunshots being long, and so on. A sound may always be audible, but the check is required to gain details or direction from it. An inaccurate weapon suffers a penalty regardless of the range. The GM may allow an attack outside Maximum range by 6" to 1 hex, but it always takes an extra Inaccurate penalty if allowed.

Keyword Distant Maximum
Close 6" 12"/1 hex
Short 12"/1 hex 24"/2 hexes
Long 24"/2 hexes 48"/4 hexes
Telescopic 4 hexes 8 hexes
Artillery 8 hexes 16 hexes
Indirect 16 hexes 32 hexes
Range
Distant -1 penalty
Inaccurate -2 penalty

Size

Your size applies to attacks, perception, and even attempts to threaten a target. Most characters are standard size, but you may become larger or smaller via abilities. There is no bonus or penalty when interacting with your own size, or one size smaller or larger. When when trying to perceive or attack something 2 or more sizes smaller you suffer a penalty, or a bonus if it is 2 or more sizes bigger you. For contests of strength or attempts to threaten swap that, giving a bonus to larger sizes and a penalty to smaller ones. When you operate a vehicle you use it's size instead of your own.

Name Number Areas Occupied
Tiny -2 1/8
Small -1 1/4
Standard 0 1/2
Big 1 1-2
Huge 2 3-4
Giant 3 6-12
Colossal 4 13-19
Titanic 5 20-30
Vessel 6 31-42
Corvette 7 43-56
Tramp 8 57-71
Cruiser 9 72-90
Carrier 10 91-110
Size
Target Smaller (every 2) -1 penalty
Target Larger (every 2) +1 bonus

Visibility

Visibility applies to attack lines, usually for perception or ranged attacks. Darkness, fog, tall grass, and things that block vision but not attacks apply a penalty for an obscure target. The stronger the concealing effect, the smaller the range before targets gain the obscure penalty. Illumination increases or eliminates visibility range for darkness, but does not affect fog or obstructions. When you are hidden you gain a visibility bonus on checks against opponents.

Visibility Obscure Range
Gloom 24+ areas
Mist 12+ areas
Foliage 12+ areas
Dark 6+ areas
Fog 6+ areas
Jungle 6+ areas
Total Darkness 0 areas
Blizzard 0 areas
Thicket 0 areas
Visibility
Obscured -1 penalty
Hidden +1 bonus

Condition

You suffer a penalty for each marker you have, whether it's for wits (flustered), hits (wounded), or grit (shaken). If you are asleep you may only check against sense to awaken, and that check suffers a penalty.

Condition
Flustered (wits) penalty
Shaken (grit) penalty
Wounded (hits) penalty
Asleep penalty

Position

You get knocked down by stagger effects, and suffer a penalty on skill checks until you use a snap to get up. Your front 180 degrees counts as in front of your flank line, your rear 180 degrees count as behind your flank line. Anything directly on the line counts as in front. You can face any direction you like, and it doesn't have to be directly aligned with the grid. You suffer a penalty in a contest against an attack behind your flank, and you may not attack or parry behind your flank at all. If you occupy higher ground and contest someone below you then you gain an elevation bonus.

Position
Down -1 penalty
Flanked -1 penalty
Elevation +1 bonus

Dispute

The authority bonus is granted if you have the highest rank and the audience owes allegiance to you. The intoxicant bonus is granted if intoxicants are present and you partake. Absurd or dangerous platforms may be assigned the questionable penalty by the referee.

Dispute
Authority bonus
Intoxicant penalty
Questionable penalty

Reaction

A reaction modifier is usually appropriate when you are attempting social interactions, like attempts to persuade targets in a dispute. Most individuals will start neutral towards you. Alliances, abilities, faults, your band's reputation and your own actions may alter this reaction. In addition to the bonus, denizens with a positive reaction look up to you and will try to help you, while those with a negative reaction will work against you (either openly or in secret).

Reaction
Negative penalty
Positive bonus

General

Style can modify to any check. Style applies when you do or say something particularly appropriate, or you describe the action in a unique and vivid way. The Referee has final say on whether the bonus for style has been earned, but the reactions of other players can act as a prompt. The bonus for style is unique, so you can't reproduce the same result by attempting the exact same action or description a second time. The intricate penalty applies to anything that's hard or rare and not really covered by another modifier. A precision attack lets you target a specific hit location. See Effects.

  • Pro Tip: Go for the style bonus as often as you can. Your actions don't just succeed more often, they become more vivid and interesting to everyone else as well.
Other
Style +1 bonus
Intricate -1 penalty
Precision: Limb -1 penalty
Precision: Head -2 penalty
Intricate -1 to -3 penalty


Version 2.5.2
©2014 Frameworks Games

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