Difference between revisions of "Romance"

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A romance follows the ebb and flow of intimate relationships. A romance uses your [[love]] and [[foe]]. Romances take place between encounters, and can extend out across many sessions of game play. There are mechanical rewards for being involved in a successful romance, and also entertaining (albeit dangerous) risks.
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Romances extend across many sessions of game play. Once you start a romance create a romance sheet for it. You may start play with preexisting romances. Each romance costs 1 wits, and all the points of involved denizens can’t exceed your own points.
  
==Embrace==
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The referee or another volunteer controls those denizens during play, and all the romance details are set once the game begins. Just because you started the romance doesn’t mean it will last, or that the denizen won’t pursue other romances.
Encounters in a romance are a special type called an embrace. An embrace may include physical intimacy and sexual contact, but doesn't necessarily have to. If time is being tracked you need to use a [[project]] to attempt an embrace, and anyone pulled into the embrace must drop any other projects started. The [[referee]] may require that encounters, days, or even game sessions must pass between embrace attempts.
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When you initiate an embrace, you must specify who will be included along with yourself. Commonly an embrace will only include one other character, but you can invite as many additional characters into the embrace as you desire. To invite each participant you must make an [[Influence]] check. You suffer 1 scorn for each invitation that fails, and if any invitations fail the embrace ends with no further effect. You suffer a penalty (-2) on each invitation if you are sending more than one. You may also choose whether to make the invitation '''frivolous''' or '''intimate''', which doesn't affect your influence check but will affect checks to reply and the effects of the embrace.
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==New Romances==
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You can start a new romance by spending 1 wits. Put an R in the wits circle; it can’t be recovered so long as the romance is active. As the initiator, you hold the romance sheet and begin filling it in. The referee may have denizens start a romance, in which case they hold the sheet.
  
Once all invitations have been sent, each recipient may decide whether to join the embrace or not. Each recipient knows who else was invited, and whether the invitation was frivolous or intimate. Refusing to join is always an option, requires no check, and has no penalties. If you wish to accept the invitation you must make an [[Influence]] check of your own for each other participant, and you suffer 1 scorn for each check that fails. When replying you may make the reply '''frivolous''' to gain a bonus (+2) on your check, or reply as '''intimate''' with no bonus. If any invited participant fails a check to reply or refuses the embrace ends with no further effect.
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You give the romance a name from of each participant, or optionally a name made of components of the participant’s names. The romance sheet then has a space to list the participants, and a brief description of how the participants first met. Then there is space for successful kisses and obstacles.
  
If all invited participants accept and succeed the embrace officially begins and you move to culmination.  
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==Obstacles==
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A romance starts with an obstacle for each participant. You can suggest an appropriate obstacle, but the other players choose the actual obstacle for each, with the referee breaking any ties.
  
==Culmination==
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Faults and tragedies may add obstacles for a participant. A romance can’t become a union until all the obstacles have been cleared. Each cleared obstacle grants a permanent +1 bonus for kisses. Some possible obstacles include:
During the culmination of an embrace you look for the following conditions:  
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*Apathy: Score a 5+ passion kiss. This kiss doesn’t need to be within the romance, jealously makes an impression too.
*Everyone inside the hook must have a love within the hook.
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*Clarity: You must eliminate at least two  other romances with passion or dedication, and have only this romance active.
*No one inside the hook may have a foe inside the hook.
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*Destiny: You have a destiny (see page xxx) that must be resolved.
*No one outside the hook may has both a love and a foe inside the hook.
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*Outsider: You must prove yourself to your partner’s family and society. Gaining a tier 2 reputation is one way to gain their acceptance.
If all three conditions are true then the embrace is successful and no tragedy occurs. If any of the three conditions is not true then the embrace is still successful, but a tragedy also occurs. If all three conditions are false then the embrace is not successful, grants no benefits, and a tragedy occurs. A successful embrace might provide focus or bonds as rewards, depending on if the participants are '''frivolous''' or not.
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*Rival: You must completely humble (but not kill) a romantic competitor.
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*Secret: You must discover another participant’s darkest secret. When you actually discover the secret they lose 3 emotion, or end the romance if they don’t have enough emotion.
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*Shortcoming: You must eliminate a specific fault. A fault that already counts as an obstacle can’t also be a shortcoming.
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*Suspension: Only time eliminates this obstacle. After each month of real time playing roll a die. A red result finally eliminates the obstacle.
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*Vow: You made a difficult promise and must fulfill it.
  
==Frivolous==
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==Kisses==
When invited to the embrace, each participant had a choice to set their participation as frivolous or intimate. If everyone within the embrace is frivolous then all participants gain 1 focus but no bond occurs. If everyone within the embrace is a mixture of frivolous and intimate then the embrace will start a bond (but not deepen it), and any frivolous participants gain 1 focus while any intimate participants lose 1 focus. If everyone within the embrace is intimate then all participants gain 1 focus and the embrace will start or deepen a bond.
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Romances happen across a series of attempted kisses. All the participants must be in the same location. You can invite others to kiss at any time, and if you are invited you simply choose whether or not to accept.
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Denizens accept or reject you based on a check. They referee chooses which the denizen would rather you check: appearance or heart, depending on the denizen’s personality. If you succeed they accept the kiss. Circumstance modifiers, especially style, heavily modify this check. If anyone declines, then no kiss happens.
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==Emotion==
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If everyone accepts, each participant chooses an emotion to roll for: passion or dedication. Appearance checks add one passion per success level to one participant (your choice). Heart checks add dedication. You can use the Furious modifier to go for two different checks, each with a penalty.
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If you have more than one romance, your total dedication across all of them may not exceed five. Passion remains separate for each romance, but with each kiss you lose 1 passion from all your other sheets.
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If any check for the kiss fails, the kiss  is interrupted. If every check fails each romance sheet loses one emotion (owner’s choice). If the sheet has no emotion to lose the owner must eliminate the sheet or lose wits instead. If any check within the kiss generates interference a tragedy occurs.
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If a participant doesn’t have a romance sheet they either gain one (no wits cost) or gain 1 focus instead. If they do have a sheet, new emotions don’t add, just take the best of the two values.
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Anyone in the same location may contest the kiss, which opposes every check within it. If the outsider beats all the checks they trigger a tragedy.
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==Interruptions==
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When any check within a kiss fails, roll to see what random interruption stops the kiss. Record the result on each romance sheet.
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{|Border="0" cellpadding="5" cellspacing="0"
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|'''Result'''||'''Base Speed'''
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|-
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|1||Danger: Unexpected peril intrudes on the private moment; Each participant suffers 1 hit.
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|-
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|2||Distraction: Trouble elsewhere draws the lovers attention; participants each lose 1 focus.
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|-
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|3||Scandal: Witnesses arrive at an awkward moment; participants lose 1 wits.  
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|-
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|4||Scorn: The emotion just isn’t there; each romance sheet loses 1 passion or dedication.
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|-
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|5||Trouble: A fight breaks the mood; participants suffer –1 penalty on heart checks until another kiss.
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|-
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|6||Roll and add until you get another result; suffer the same penalty again for each 6.
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|}
  
 
==Tragedy==
 
==Tragedy==
A tragedy is an event that results directly from the embrace, either from a member within's action or someone outside reacting to it. A tragedy never benefits anyone within the embrace. The tragedy may have multiple consequences, such as injuries or deaths, loss of bonds or assets, or the addition of infamy. A tragedy may create checks, complications, or encounters that must be faced to mitigate the severity of the results. In general, the deeper the bond involved the more deadly a tragedy will become.
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Horrible events occur, and somehow the romance is the cause of it. A tragedy is always public, so it will alert partners from other romances that you are in another relationship. Other players are encouraged to suggest unique complications or how effects relate to the relationship. The optional table below may be used either directly or for inspiration:
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{|Border="0" cellpadding="5" cellspacing="0"
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|'''Result'''||'''Base Speed'''
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|-
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|1||Betrayal
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|-
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|2||Catastrophe
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|-
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|3||Death
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|-
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|4||Disappearance
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|-
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|5||Enemy
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|-
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|6||Obstacle
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|}
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*Betrayal: One participant in the romance betrays another. Players get to choose whether to betray or be betrayed. The betrayer chooses one participant to keep one emotion, and all other emotions are eliminated.
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*Catastrophe: Lose the highest tier asset owned by anyone within the relationship. Reputations and other assets that aren’t equipment count! If no one has a tier 2 asset or better then lose all tier 1 assets and become strapped.
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*Death: Someone close to all the participants dies because of the romance. This might be due to neglect, despair, or just getting caught in dangerous crossfire. All participants lose wits, in addition to the loss of the denizen.  
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*Disappearance: A non-player participant in the romance is separated from you and removed from play. It could be a mysterious kidnapping, sudden departure, or even a coma. The referee will set a goal that must be resolved before the character returns and the romance may continue.
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*Hatred: The romance itself gains a powerful enemy. Usually this foe is connected to one of the participants and can’t be directly confronted until they overstep. This foe will try to interrupt kisses, support opposing romances, and try to keep the participants apart.
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*Obstacle: Add a new obstacle to the romance. Any participant may overcome it.
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==Unions==
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Once each participant has 6 or more emotion invested in the romance, all obstacles are cleared, and if all participants agree, it becomes a union. The transition from romance to union requires a ceremony with witnesses, but the ceremony doesn’t have to be legal or religious. Any rivals, participants from other romances, and representatives of former obstacles will arrive to attempt to disrupt the ceremony.
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If the participants avoid getting knocked out for a full exchange the ceremony counts as successful, and they are now in a union. The romance sheets lock, no new romances may be started, and any other romances are completely eliminated.
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Each participant gains a Legacy asset, and may spend one another’s focus when in the same location. The union remains locked until one of the participants dies.
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==Breakups==
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Not every romance will last. You can eliminate a romance sheet with no emotion at any time, and recover any wits spent to create it.
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If the sheet has emotion you must give instead give it to one of the other participants. They have the option of either holding on to it, or giving up their own romance sheet. If all participants give up their romance sheets then the romance is eliminated as above.
  
In addition to any other consequence at least one love within the embrace must be changed. Additional loves may be realigned as appropriate. Players have the first option to change love or refuse to change, and then if all players refuse the [[referee]] selects the most appropriate NPC's to switch. If you can, negotiate the circumstances of your tragedy with the referee until you reach a situation that everyone agrees is both entertaining and harsh enough. If you get stuck you may use the optional table below for help:
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However if anyone keeps the sheets the romance remains active. The participant holding the sheets may spend emotion from your sheet to add dice to checks or damage against you. Any wits damage you deal to them eliminates emotions from your sheet first.
  
'''Tragedy - Roll 1d6'''
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When all the emotion from your sheet is gone it is eliminated as above, and you recover any wits that were tied to it. The other participant may either eliminate their sheet, or hold on to it in hopes that someday you will accept another kiss!
#'''Betrayal:''' Real or misunderstood betrayals cause every member of the embrace switch to a love outside the embrace.
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#'''Violence:''' A member of the embrace is injured or kidnapped. In extreme circumstances this could be a suicide or a murder.
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#'''Interruption:''' A promise (like an arranged marriage) or duty pulls someone from the embrace. Pick an appropriate loyalty, and anyone in the embrace who has that loyalty also loses a bubble.
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#'''Complication:''' A dangerous new (or old) personality appears with a love and foe inside the embrace. The switched love is to this new participant.
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#'''Outcast:''' All members of the embrace are publicly ostracized and gain 2 infamy.
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#'''Ruined:''' One member of the embrace is strapped and loses an asset.
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==Bond==
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==See Also==
Once you culminate a successful embrace where at least one member is serious you form a bond. A bond gains a name, and the name takes components of each member within the embrace. So if it was Bob and Jenny in the embrace the bond might be called Benny. If Doug was included too the bond might be named Bugny, and so on. Regardless of the number of successful embraces with exactly those individuals, the bond doesn't deepen until a success where every member is serious. Once that happens add an asterisk after the bond name to note it is a deep bond.  Regardless of the number of successful embraces with exactly those individuals a deep bond does not become a union until everyone is serious and the embrace succeeds without a tragedy. Once this occurs, place the bond name with the asterisk in your love slot to denote you are in a union. A union is permanent, and you may no longer participate in embraces or trigger tragedies. You gain a [[legacy]] for becoming part of a union. While all members of the union are together they may use each other's focus freely.
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*[[Romance Sheet]]
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*[[Deliberation]]
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*[[Dilemma]]
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*[[Expedition]]
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*[[Investigation]]
  
Once a member of the union is destroyed drop the asterisk from the bond name to note that the union has dissolved. It still fills your love slot, but is no longer permanent so tragedies or other effects that shift your love may cause it to be replaced. You may no longer use focus from remaining members of the bond, but the legacy remains intact. It is possible to dissolve a union where all the members are still alive, but such changes should be reserved for momentous circumstances.
 
  
{{v250}}
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{{v252}}
  
 
[[Category:Mode]]
 
[[Category:Mode]]

Latest revision as of 21:39, 13 May 2016

Romances extend across many sessions of game play. Once you start a romance create a romance sheet for it. You may start play with preexisting romances. Each romance costs 1 wits, and all the points of involved denizens can’t exceed your own points.

The referee or another volunteer controls those denizens during play, and all the romance details are set once the game begins. Just because you started the romance doesn’t mean it will last, or that the denizen won’t pursue other romances.

New Romances

You can start a new romance by spending 1 wits. Put an R in the wits circle; it can’t be recovered so long as the romance is active. As the initiator, you hold the romance sheet and begin filling it in. The referee may have denizens start a romance, in which case they hold the sheet.

You give the romance a name from of each participant, or optionally a name made of components of the participant’s names. The romance sheet then has a space to list the participants, and a brief description of how the participants first met. Then there is space for successful kisses and obstacles.

Obstacles

A romance starts with an obstacle for each participant. You can suggest an appropriate obstacle, but the other players choose the actual obstacle for each, with the referee breaking any ties.

Faults and tragedies may add obstacles for a participant. A romance can’t become a union until all the obstacles have been cleared. Each cleared obstacle grants a permanent +1 bonus for kisses. Some possible obstacles include:

  • Apathy: Score a 5+ passion kiss. This kiss doesn’t need to be within the romance, jealously makes an impression too.
  • Clarity: You must eliminate at least two other romances with passion or dedication, and have only this romance active.
  • Destiny: You have a destiny (see page xxx) that must be resolved.
  • Outsider: You must prove yourself to your partner’s family and society. Gaining a tier 2 reputation is one way to gain their acceptance.
  • Rival: You must completely humble (but not kill) a romantic competitor.
  • Secret: You must discover another participant’s darkest secret. When you actually discover the secret they lose 3 emotion, or end the romance if they don’t have enough emotion.
  • Shortcoming: You must eliminate a specific fault. A fault that already counts as an obstacle can’t also be a shortcoming.
  • Suspension: Only time eliminates this obstacle. After each month of real time playing roll a die. A red result finally eliminates the obstacle.
  • Vow: You made a difficult promise and must fulfill it.

Kisses

Romances happen across a series of attempted kisses. All the participants must be in the same location. You can invite others to kiss at any time, and if you are invited you simply choose whether or not to accept.

Denizens accept or reject you based on a check. They referee chooses which the denizen would rather you check: appearance or heart, depending on the denizen’s personality. If you succeed they accept the kiss. Circumstance modifiers, especially style, heavily modify this check. If anyone declines, then no kiss happens.

Emotion

If everyone accepts, each participant chooses an emotion to roll for: passion or dedication. Appearance checks add one passion per success level to one participant (your choice). Heart checks add dedication. You can use the Furious modifier to go for two different checks, each with a penalty.

If you have more than one romance, your total dedication across all of them may not exceed five. Passion remains separate for each romance, but with each kiss you lose 1 passion from all your other sheets.

If any check for the kiss fails, the kiss is interrupted. If every check fails each romance sheet loses one emotion (owner’s choice). If the sheet has no emotion to lose the owner must eliminate the sheet or lose wits instead. If any check within the kiss generates interference a tragedy occurs.

If a participant doesn’t have a romance sheet they either gain one (no wits cost) or gain 1 focus instead. If they do have a sheet, new emotions don’t add, just take the best of the two values.

Anyone in the same location may contest the kiss, which opposes every check within it. If the outsider beats all the checks they trigger a tragedy.

Interruptions

When any check within a kiss fails, roll to see what random interruption stops the kiss. Record the result on each romance sheet.

Result Base Speed
1 Danger: Unexpected peril intrudes on the private moment; Each participant suffers 1 hit.
2 Distraction: Trouble elsewhere draws the lovers attention; participants each lose 1 focus.
3 Scandal: Witnesses arrive at an awkward moment; participants lose 1 wits.
4 Scorn: The emotion just isn’t there; each romance sheet loses 1 passion or dedication.
5 Trouble: A fight breaks the mood; participants suffer –1 penalty on heart checks until another kiss.
6 Roll and add until you get another result; suffer the same penalty again for each 6.

Tragedy

Horrible events occur, and somehow the romance is the cause of it. A tragedy is always public, so it will alert partners from other romances that you are in another relationship. Other players are encouraged to suggest unique complications or how effects relate to the relationship. The optional table below may be used either directly or for inspiration:

Result Base Speed
1 Betrayal
2 Catastrophe
3 Death
4 Disappearance
5 Enemy
6 Obstacle
  • Betrayal: One participant in the romance betrays another. Players get to choose whether to betray or be betrayed. The betrayer chooses one participant to keep one emotion, and all other emotions are eliminated.
  • Catastrophe: Lose the highest tier asset owned by anyone within the relationship. Reputations and other assets that aren’t equipment count! If no one has a tier 2 asset or better then lose all tier 1 assets and become strapped.
  • Death: Someone close to all the participants dies because of the romance. This might be due to neglect, despair, or just getting caught in dangerous crossfire. All participants lose wits, in addition to the loss of the denizen.
  • Disappearance: A non-player participant in the romance is separated from you and removed from play. It could be a mysterious kidnapping, sudden departure, or even a coma. The referee will set a goal that must be resolved before the character returns and the romance may continue.
  • Hatred: The romance itself gains a powerful enemy. Usually this foe is connected to one of the participants and can’t be directly confronted until they overstep. This foe will try to interrupt kisses, support opposing romances, and try to keep the participants apart.
  • Obstacle: Add a new obstacle to the romance. Any participant may overcome it.

Unions

Once each participant has 6 or more emotion invested in the romance, all obstacles are cleared, and if all participants agree, it becomes a union. The transition from romance to union requires a ceremony with witnesses, but the ceremony doesn’t have to be legal or religious. Any rivals, participants from other romances, and representatives of former obstacles will arrive to attempt to disrupt the ceremony.

If the participants avoid getting knocked out for a full exchange the ceremony counts as successful, and they are now in a union. The romance sheets lock, no new romances may be started, and any other romances are completely eliminated.

Each participant gains a Legacy asset, and may spend one another’s focus when in the same location. The union remains locked until one of the participants dies.

Breakups

Not every romance will last. You can eliminate a romance sheet with no emotion at any time, and recover any wits spent to create it.

If the sheet has emotion you must give instead give it to one of the other participants. They have the option of either holding on to it, or giving up their own romance sheet. If all participants give up their romance sheets then the romance is eliminated as above.

However if anyone keeps the sheets the romance remains active. The participant holding the sheets may spend emotion from your sheet to add dice to checks or damage against you. Any wits damage you deal to them eliminates emotions from your sheet first.

When all the emotion from your sheet is gone it is eliminated as above, and you recover any wits that were tied to it. The other participant may either eliminate their sheet, or hold on to it in hopes that someday you will accept another kiss!

See Also



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