Difference between revisions of "Romance"

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A romance follows the ebb and flow of your intimate relationships. Romances take place during [[deliberation]], and usually extend out across many sessions of game play. Once you start a romance create a [[romance sheet]] for it. You may start play with up to two romances with [[denizen]]s half your power level or other player characters. A romance with a denizen your own power level is an asset. The referee controls those denizens during play, and all the details for the romances are set during the first game session. Just because you started the romance doesn't mean it will last, or that the denizen won't pursue romances with other characters or 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.
  
==New Romance==
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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.
Starting a new romance can be done at any time during play by spending wits. 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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==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.
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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.
  
 
==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 decide which ones to use based on what seems most entertaining (love is cruel). You aren't limited to this list, but may select from it or roll randomly 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 must have a two condition that must be met by one or more of the participants. Once met the obstacle is removed and the romance gains 1 dedication.
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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 eliminate another romance and reject 3 other kisses.
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#'''Contrary promise:''' Cleared when you achieve or deactivate a specific goal.
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#'''Different world:''' Cleared when you gain a specific tier 2 asset (usually a membership) and remove a fault.
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#'''Jealous lover:''' Cleared when your rival (equal points) attacks a participant and is defeated by a different participant.
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#'''Overlooked prospect:''' Cleared when you assist a participant with a goal and accept an invitation to a different romance.
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#'''Suspicious past:''' Cleared when you change your career and sacrifice a tier 2 asset.
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==Kiss==
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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:
Romances happen across a series of interludes that may end with a kiss. You must be in the same location as those you intend to kiss, and spend 1 wits per individual you invite. Accepting a kiss is optional and costs 1 wits (horde simply make a wits check). If anyone invited declines, then no kiss happens. If everyone accepts note the circumstances of the kiss on the romance sheet and roll an [[excite]] check against your [[heart]] score. Pick one participant in the kiss (you may pick yourself), and if you succeed that participant gains 1 wits. If any participant fails the kiss suffers an '''interruption'''. If [[interference]] is involved all participants gain interference and a '''tragedy''' occurs in place of an interruption. If all participants succeed then the romance sheet gains 1 passion. The participant with the highest margin is in control of the kiss and chooses which participant holds the romance sheet.
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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.
  
==Interruption==
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==Kisses==
If one or more checks fail (but don't fumble) the kiss is interrupted. 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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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.
#'''Embarrassing situation:''' You lose wits equal to the failure margin.
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#'''Mistimed arrival:''' Disapproving personalities equal to the margin find out and now have a negative [[reaction]] toward you.
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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.
#'''Mood shift:''' Participate in other kisses equal to the failure margin before a kiss from this romance can be accepted again.
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#'''Mysterious issue:''' Find pointers equal to half the failure margin (round up) before you can kiss in this romance again.
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==Emotion==
#'''Sudden danger:''' Lose hits equal to the failure margin.
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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.
#'''Troubling realization:''' Suffer a penalty to heart checks for days equal to the failure margin.
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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==
Horrible events occur, and somehow the romance is the cause of 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 ends the romance. Cleared when another tragedy occurs to the quitter in another romance.
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#'''Bitter betrayal:''' You eliminate all other participant's wits and do something terrible. Cleared when all participants have been betrayed.
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{|Border="0" cellpadding="5" cellspacing="0"
#'''Falling fortune:''' Participants are strapped and lose all 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 rival dies, but not by the hand of any participant in the romance.  
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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 achieve one of the victim's goals (including resolving their death if it is mystery).
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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 your total dedication and passion reaches 5 or more, the romance may become a union if all participants agree. A union requires a ceremony with witnesses, but the ceremony doesn't have to be legal or sanctioned. Any rivals, participants from other romances, and representatives of any remaining obstacles will arrive to disrupt the ceremony. If the participants avoid getting knocked out for an exchange then the ceremony is considered successful, and they are now in a union. Their romance becomes locked in place, no other romances may be started, and any other romances are eliminated without granting any bonuses to other participants. All the participants of the union are granted a [[Legacy]] asset, and may spend one another's focus when in the same location. The romance remains locked until one of the participants dies.
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==Ending a Romance==
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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. You may quit a romance at any time. If you have the romance sheet, you must give it to another participant when you quit. If you are the last participant and quit then it is destroyed. As long as one participant keeps it, the romance remains active and your quitting is added as an obstacle. Anyone still holding the romance may use it against you as a Grudge asset with a tier one lower than the romance's Passion. You or the holder may spend 1 Passion from this romance to add interference to any of your kisses. Favors gained that would counter the Grudge similarly reduce the remaining Passion.
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==See Also==
 
==See Also==

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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