Difference between revisions of "Romance"

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A romance follows the ebb and flow of your intimate relationships. Romances take place during [[narration]], 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 up to three romances with [[denizen]]s. You must build each denizen on your power level or lower. The referee will control those denizens during play and the other players set the obstacles as normal. Just because you start with a romance does not mean it will continue, and you may find the denizen pursuing romances with other members of the band or your rivals.
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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.
  
==Kiss==
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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 across a series of interludes that may end with a kiss. Attempting a kiss requires that you be in the same location as those you intend to kiss. Kisses are most common between two characters, but any number of characters may be invited. Inviting someone to a kiss costs you 1 wits per invitation. If anyone rejects the invitation there is no kiss. If all accept then you all attempt a [[heart]] check (called a [[flirt]]), and note your success or failure margin for the outcome below. The referee has final say on whether a [[denizen]] will accept an invitation or not, but as a rule of thumb a reaction bonus usually equates to participation, and anything else results rejection. A player may always choose whether or not to reject a kiss.
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==Flirt==
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==New Romances==
Look at the outcomes for the flirt checks of all participants. If any check fails, the kiss happens but has a negative side effect from an '''interruption'''. If all checks succeed the kiss succeeds without interruption and all participants are happy. Just exactly what success means can be left vague, but certainly includes an actual kiss. The participant with the highest success margin is in control of the kiss, and may choose if it initiates a new romance or grows an existing one.
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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.
  
==Romance 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.
If you win control of the kiss, you may choose to create a new romance if one doesn't already exist for the participants. Starting a romance is optional. You give the romance a name from of each participant, and optionally a name made of components of the participant's names. So if it was Bob and Jenny in the kiss the resulting romance might be called Bob/Jenny (Benny) or Jenny/Bob (Job). If Doug was included too the romance might be named Bob/Doug/Jenny (Bugny), and so on. The romance sheet then has a space to list the participants, and the introduction is a brief description of how the participants first met one another. Then there is space for successful kisses and obstacles.
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==Obstacles==
 
==Obstacles==
A romance starts with three obstacles chosen by the other players. Participants can make a case for specific obstacles, but the majority of players decides. Select from the list or roll for an obstacle if you aren't sure. Faults may add extra obstacles, and even more obstacles may be added during play as a result of tragedies. Each obstacle has a condition that must be met by any combination of participants. Once met, after a successful kiss whoever is in control may clear one eligible obstacle. Once three obstacles are cleared the romance may become a union.
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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.
#'''Cheating heart:''' Cleared after you reject 3 other invitations in a row.
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#'''Contrary promise:''' Cleared when you deactivate a specific goal.
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#'''Deal breaker:''' Cleared when you eliminate a specific fault.
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#'''Different world:''' Cleared when you gain a specific tier 2 asset (usually a rank asset).
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#'''Jealous lover:''' Cleared when you eliminate another romance with at least one cleared obstacle.
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#'''Suspicious past:''' Cleared when you change your career.
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==Interruption==
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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:
If one or more checks fail the kiss is interrupted. If interference occurs the interruption is upgraded to a '''tragedy''' instead. The referee may select an appropriate interruption, roll randomly,or create a unique interruption as desired. Consequences for the failure margin depend on the interruption. If you fail you must suffer at least half the consequence (rounding up) on your own, but if you are in control of the kiss you may choose to take up to half of someone else's consequences (rounding down).
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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.
#'''Embarrassing situation:''' You lose wits equal to the failure margin.
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*Clarity: You must eliminate at least two  other romances with passion or dedication, and have only this romance active.
#'''Mistimed arrival:''' Disapproving spectators equal to the failure margin converge on the scene.
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*Destiny: You have a destiny (see page xxx) that must be resolved.
#'''Mood shift:''' Participate in other kisses equal to the failure margin before this kiss will be accepted again.
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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.
#'''Mysterious issue:''' Find pointers equal to half the failure margin (round up) before you can kiss again.
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*Rival: You must completely humble (but not kill) a romantic competitor.
#'''Sudden danger:''' Lose hits equal to the failure margin.
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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.
#'''Troubling realization:''' Lose a tier 1 asset or become strapped.  
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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 a significant unfortunate event results from the participants' romance or their foes' reactions to it. A tragedy is always public, so it will alert any other partners that you attempted a kiss without them. In addition to the normal consequences for an interruption, a tragedy adds a new obstacle to the romance. Other players are encouraged to suggest unique complications and effects. The optional table below may be used either directly or for inspiration:
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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:
#'''Apathetic Attitude:''' A participant quits the romance. Cleared when another tragedy occurs to the quitter outside this romance.
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#'''Bitter betrayal:''' You eliminate all other participant's wits and do something terrible. Cleared when all other participants have full wits.
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{|Border="0" cellpadding="5" cellspacing="0"
#'''Falling fortune:''' Participants are strapped and lose all equipment, reputation, and status assets. Allies are also strapped from being caught in the crossfire. Cleared once you regain equal value worth of assets.
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|'''Result'''||'''Base Speed'''
#'''Inconvenient illness:''' All participants contract a dangerous disease. Cleared when all participants have received the cure.
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|-
#'''Influential rival:''' A new or existing enemy's prime motivation becomes disrupting the romance. Cleared when you succeed at a rival's goal before they do.  
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|1||Betrayal
#'''Senseless death:''' A personality is killed or commits suicide. You will reject all kisses until after a respite. Cleared when you either solve the mystery of the victim or achieve one of the victim's goals.
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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.
  
==Union==
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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.
Once you have cleared your third obstacle a romance may become a union. After the next kiss whoever is in control may invite the participants into a union, and if all accept then all participants gain a [[Lasting Union]] asset and a [[Legacy]]. A lasting union only allows kisses within the union, but participants in the union may share focus with each other. Any other romances the participants were in are destroyed. A union asset may be lost, most often when a participant dies. If a union is lost you may start new romances normally. Note that even if the union is lost the legacy remains. If anyone declines the union a tragedy occurs instead.
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==Quitting==
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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!
Not every romance will last. After any kiss where you have control you may quit without cost. You may also lose wits to quit a romance without a kiss or control. Once you quit you hand over the romance sheet to any remaining participant, who has the option of either taking it or quitting too. If all participants quit the romance is destroyed without further effect. However if a participant holds on to the sheet the romance continues without your participation. The remaining participants gain a bonus on any check they initiate against you, but also a penalty on any check you initiate against them. If you flirt with anyone else where the holder of this romance could interrupt then the holder may destroy a cleared obstacle to reduce your success level by one. If there are no cleared obstacles left to lose the romance sheet is destroyed. If you rejoin the romance these effects end.
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==See Also==
 
==See Also==
 
*[[Romance Sheet]]
 
*[[Romance Sheet]]
*[[Narration]]
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*[[Deliberation]]
 
*[[Dilemma]]
 
*[[Dilemma]]
 
*[[Expedition]]
 
*[[Expedition]]
 
*[[Investigation]]
 
*[[Investigation]]
  
==Relevant Abilities and Faults==
 
*[[Seduce]]
 
*[[Lovelorn]]
 
  
{{v251}}
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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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