Difference between revisions of "Romance"

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{{Sidebar}}
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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.
{{Romantic Knots}}
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A romance follows the ebb and flow of intimate relationships, and uses your [[love]] and [[foe]]. Romances take place between encounters, and can extend out across many sessions of game play. There are rewards for being involved in a romance, but also risks. Once involved in a romance, you will need to track its progress on a separate [[romance sheet]]. You may choose to begin play with a successful tryst with a [[denizen]] you create, however the referee will control that denizen during play unless he or she is also a [[follower]].
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==Tryst==
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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.
Romances happen around a series of trysts. A tryst may include physical intimacy and sexual contact, but doesn't necessarily have to. You must spend 1 focus to initiate a tryst, and be in the same location as anyone you wish to invite into the tryst. Commonly trysts are between two characters, but any number may be invited. For each invitation you must succeed at an [[intensity]] check. Anyone at the same location may [[retort]] your invitations like a [[social]] attack, so finding a clear location is important. If any invitation fails or you are retorted, then the tryst ends with no additional effect. If you are in a crisis you must use a [[project]] to start a tryst, and anyone accepting an invitation must drop any other projects started. Each invited individual may decide whether to join the tryst or not. If any invited individual chooses not to join the tryst then it fails without further effect as above. If all invited individuals accept then you determine the tryst's outcome. The referee has final say on whether a [[personality]] will accept an invitation or not, but as a rule of thumb any [[reaction]] bonus will usually equate to participation, otherwise the personality will decline.
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==Outcome==
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==New Romances==
Each invited participant checks against [[intensity]]. Compare the success margins for all intensity checks with the original invitation. If all success margins are exactly the same, the tryst concludes successfully and all participants regain 1 focus. If any check has a different margin no focus is recovered, and a tragedy occurs. If all checks succeed, whether the margins are the same or not, then a bond is formed and added to your romance sheet. Finally, anyone on your romance sheet who isn't involved in the tryst (lovers and foes alike) take 1 wits damage, even if they don't know why.
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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.
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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.
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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.
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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:
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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.
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*Clarity: You must eliminate at least two  other romances with passion or dedication, and have only this romance active.
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*Destiny: You have a destiny (see page xxx) that must be resolved.
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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.
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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.
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==Kisses==
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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 unfortunate event that is a direct result of the tryst, either from a participant's action or a foe's reaction to it. A tragedy never benefits anyone within the tryst, and may have multiple consequences such as injuries or deaths, the loss of bonds or assets, or the addition of infamy or states. A tragedy may force checks, complications, or encounters to mitigate the severity of the results. In general, the deeper the bond involved the more deadly a tragedy will become. When a tragedy occurs, you propose the exact circumstances and consequences to the referee, and then the referee will negotiate until something appropriate is decided. Consequences should directly affect at least one participant in the tryst. It's possible to have consequences that affect an ally instead, but those consequences become more extreme so the indirect impact is still felt by at least one participant. The optional table below offers some example circumstances and consequences:
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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.
  
'''Tragedy - Roll 1d6'''
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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.
#'''Betrayal:''' Real or misunderstood betrayals causes [[reaction]] penalty from everyone on your romance sheet. All participants must succeed in a different tryst before attempting this one again.
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#'''Violence:''' A participant is injured or kidnapped, or an ally commits suicide or is murdered by a foe.
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#'''Obstacle:''' A promise based on a loyalty (like an arranged marriage or difficult duty) must be resolved before a bond can advance. A participant loses a loyalty bubble for ignoring the obstacle until now, and the bond gains an obstacle.
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#'''Competition:''' A dangerous personality appears as a new foe, and automatically creates a bond with one of the participants. This competitor will actively work to undermine all participant's bonds.
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#'''Shamed:''' All participants of the tryst are publicly ostracized and gain 2 infamy.
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#'''Ruined:''' A participant is strapped and loses an asset, or a foe causes an ally to lose everything.
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==Bond==
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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!
If all the participants in the tryst succeeded at the intensity check then a bond will form or deepen. If newly formed, the bond is given a name with components from the name of each participant in the tryst and recorded on your romance sheet. So if it was Bob and Jenny in the tryst the bond might be called Benny (or Job). If Doug was included too the bond might be named Bugny, and so on. The bond is then given two foes and one obstacle. A foe is a personality with the power and desire to eliminate the bond. An obstacle is a condition that must be met before the bond can be upgraded to a union. An obstacle should be roughly equivalent to a goal, and the more AP the goal would be worth the greater the reward for creating a union. Additional obstacles can be created by tragedy or appropriate circumstances.
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==Union==
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==See Also==
If the participants in an existing bond succeed in a tryst with no tragedy and the obstacle has been overcome then the bond is upgraded to a '''union'''. Mark it with an asterisk * to denote it is a union, and eliminate all other bonds that include participants from the union. If the overcome obstacle was equivalent to 2 or more AP you gain a [[legacy]] for the union, and if the obstacle was worth 5 AP you gain an additional legacy. Once in a union you may no longer participate in trysts. While all members of the union are together they may use each other's focus freely. If a member of a union is killed the asterisk is removed and the union is downgraded back to a bond.
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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]]
  
==Romance Tactics==
 
It's easiest to complete a successful romance with two individuals, but it is possible with more. If you want to disrupt a romance in progress you need to be close enough to interrupt a tryst with a [[retort]] or find ways to add new obstacles to the bond. Likewise a secret or protected location is useful for protecting your own trysts from foes. If you can, weaken a foe's wits and then start trysts to send them over the edge. A random tryst can be beneficial if you're invited, and might also develop reoccurring characters that could become bonds or allies later. The focus cost for initiating a tryst can limit the pacing and development of romances if only one participant ever initiates.
 
  
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[[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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