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 relationships with [[denizen]]s you create, however the referee will control those denizens during play and has input on the obstacles.
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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.
  
 
==Kiss==
 
==Kiss==
Romances happen across a series of interludes that may end with a kiss. Starting a kiss requires that you be in the same location as those you intend to invite. 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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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.
  
==Flirting==
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==Flirt==
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 defined or left vague according to player desires. 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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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.
  
 
==Romance Sheet==
 
==Romance Sheet==
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 obstacles.
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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.
  
 
==Obstacles==
 
==Obstacles==
A romance starts with an obstacle for each participant, plus an additional obstacle chosen by the other players. Each participant selects or rolls for an obstacle. Faults may add extra obstacles, and even more obstacles may be added during play as a result of tragedies. Each obstacle is tagged for one individual, and may be cleared once that condition is met. After a successful kiss whoever is in control may eliminate one obstacle if the clearance condition is met.
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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.
 
#'''Cheating heart:''' Cleared after you reject 3 other invitations in a row.
 
#'''Cheating heart:''' Cleared after you reject 3 other invitations in a row.
#'''Contrary promise:''' Cleared when you lose a dot of loyalty.
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#'''Contrary promise:''' Cleared when you deactivate a specific goal.
 
#'''Deal breaker:''' Cleared when you eliminate a specific fault.
 
#'''Deal breaker:''' Cleared when you eliminate a specific fault.
#'''Social objection:''' Cleared when you gain a tier 2 asset.
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#'''Different world:''' Cleared when you gain a specific tier 2 asset (usually a rank asset).
#'''Different world:''' Cleared when you eliminate another romance with at least one cleared obstacle.
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#'''Jealous lover:''' Cleared when you eliminate another romance with at least one cleared obstacle.
 
#'''Suspicious past:''' Cleared when you change your career.
 
#'''Suspicious past:''' Cleared when you change your career.
  
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#'''Embarrassing situation:''' You lose wits equal to the failure margin.
 
#'''Embarrassing situation:''' You lose wits equal to the failure margin.
 
#'''Mistimed arrival:''' Disapproving spectators equal to the failure margin converge on the scene.
 
#'''Mistimed arrival:''' Disapproving spectators equal to the failure margin converge on the scene.
#'''Mood shift:''' You lose focus or wits equal to the failure margin.
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#'''Mood shift:''' Participate in other kisses equal to the failure margin before this kiss will be accepted again.
#'''Mysterious departure:''' Find clues equal to half the failure margin (round up) before you can kiss again.
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#'''Mysterious issue:''' Find pointers equal to half the failure margin (round up) before you can kiss again.
 
#'''Sudden danger:''' Lose hits equal to the failure margin.
 
#'''Sudden danger:''' Lose hits equal to the failure margin.
 
#'''Troubling realization:''' Lose a tier 1 asset or become strapped.  
 
#'''Troubling realization:''' Lose a tier 1 asset or become strapped.  
  
 
==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 with the other participants. 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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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:
#'''Apathetic Attitude:''' A participant quits the romance. Cleared when another tragedy occurs (in any romance the quitter participated in.)
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#'''Apathetic Attitude:''' A participant quits the romance. Cleared when another tragedy occurs to the quitter outside this romance.
#'''Bitter betrayal:''' The betrayer is forced to quit the romance, and may only accept kisses again after joining a different romance. Cleared when all participants have been the betrayer at least once.
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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.
 
#'''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.
 
#'''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.
 
#'''Inconvenient illness:''' All participants contract a dangerous disease. Cleared when all participants have received the cure.
 
#'''Inconvenient illness:''' All participants contract a dangerous disease. Cleared when all participants have received the cure.
#'''Influential rival:''' A new or existing enemy's prime motivation becomes disrupting the romance. Cleared when you succeed at something the rival fails at.  
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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.  
#'''Senseless death:''' A personality is killed or commits suicide. You will reject all kisses until after a respite. Cleared when a 5 clue [[investigation]] is solved.
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#'''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.
  
 
==Union==
 
==Union==
Once you have cleared your fifth obstacle a romance becomes a union. After that last kiss all participants in the romance 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. All participants of other romances are forced to quit, and other romances involving the participants 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, including a romance with the previous participants. Note that even if the union is lost the legacy remains.
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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.
  
 
==Quitting==
 
==Quitting==
Not every romance will last. After any kiss where you have control you may quit. Some events may force you to quit a romance without a kiss. 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 eliminated without further effect. However if the participant holds on to the sheet the romance continues without your participation. The remaining participants suffers a penalty (-2) on any check against you, but may also [[redouble]] any check against you. 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 eliminated. If you regain possession of the romance sheet the above effects end.
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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.
  
 
==See Also==
 
==See Also==

Revision as of 04:29, 17 July 2015

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 denizens. 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.

Kiss

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.

Flirt

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.

Romance Sheet

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.

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.

  1. Cheating heart: Cleared after you reject 3 other invitations in a row.
  2. Contrary promise: Cleared when you deactivate a specific goal.
  3. Deal breaker: Cleared when you eliminate a specific fault.
  4. Different world: Cleared when you gain a specific tier 2 asset (usually a rank asset).
  5. Jealous lover: Cleared when you eliminate another romance with at least one cleared obstacle.
  6. Suspicious past: Cleared when you change your career.

Interruption

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).

  1. Embarrassing situation: You lose wits equal to the failure margin.
  2. Mistimed arrival: Disapproving spectators equal to the failure margin converge on the scene.
  3. Mood shift: Participate in other kisses equal to the failure margin before this kiss will be accepted again.
  4. Mysterious issue: Find pointers equal to half the failure margin (round up) before you can kiss again.
  5. Sudden danger: Lose hits equal to the failure margin.
  6. Troubling realization: Lose a tier 1 asset or become strapped.

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:

  1. Apathetic Attitude: A participant quits the romance. Cleared when another tragedy occurs to the quitter outside this romance.
  2. Bitter betrayal: You eliminate all other participant's wits and do something terrible. Cleared when all other participants have full wits.
  3. 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.
  4. Inconvenient illness: All participants contract a dangerous disease. Cleared when all participants have received the cure.
  5. 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.
  6. 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.

Union

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.

Quitting

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.

See Also

Relevant Abilities and Faults


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