Character Creation

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Interpreting Scores
Scores are based on the roll of three six sided dice. If the total result on the dice is equal to or lower than your score then you succeed. Bonuses and penalties can significantly affect these odds, and sometimes how much your total is under the score is more important than whether you succeed or fail.

Score ~ Success
6 9%
7 16%
8 25%
9 38%
10 50%
11 62%
12 75%
13 84%
14 91%
15 95%
16 98%

Your character is represented in the game by scores in a set number of attributes and skills. The higher the number, the more successful you will tend to be when you roll a check. A concept helps you define your character and offers guidance for your scores and any special abilities that set you apart. All of the options you pick from cost a number of points. Your band's advancement determines how many points you have for choosing options. Most important, your character has whatever personality you choose. When you speak or act it is the character's personality that propels your decisions, and your scores and abilities that will determine how successful those choices will be.

Concepts

Main article: Concept

A concept gives you ideas for what sorts of characters are available and appropriate for the game world. Concepts also help to focus your attention to most appropriate skills and abilities. If you already have an idea for your character you can look for concepts which best match your idea, or even create your own. There are two basic types of concept: Species and Careers.

Conflict

Main article: Conflict

You will choose two competing principles from a list provided for the game. Each principle offers goals and assets as rewards. Note that you can care about more than two things, but you have to prioritize two above the rest.

Attributes

Main article: Attribute

Attributes measure your overall physical, mental, and social prowess. By default there are three attributes: strength, sense, and heart. Each has direct uses that you roll checks against, a damage track equal to your score, and an incremental bonus collectively called a control. Controls add to skill scores, damage, set damage thresholds, and offer other benefits. The point cost for each possible score is found on the attribute cost chart.

  • Strength: Endurance, hardiness, and physical power.
  • Sense: Perception, intelligence, and mental sophistication.
  • Heart: Confidence, determination, and social influence.

Skills

Main article: Skill

Skills measure your prowess with specific aspects of an attribute. Each skill has multiple specific uses, but never a control. Abilities may unlock new uses for a skill. Each skill has a base score equal to 6 plus it's attribute control. You may spend points according to the skill cost chart to increase individual scores. You may always increase your skill score by up to 3. You can only increase the score further if that option is available from your concept.

Strength Skills Acuity Skills Influence Skills
Fight Operate Command
Move Sneak Negotiate
Survive Study Perform

Facets

Main article: Facet

A facet is a special property that may be required by or provided by your species concept. It is possible for careers to offer a facet. A facet always costs 3 points and has no prerequisites. A facet may specify that it may be purchased more than once, and what the effects of multiple purchases are in that case. Each time a facet offered by your race or career allows you to purchase it once, so if it is listed multiple times you may purchase it multiple times for any additional effects. You may only take a facet that is offered by your concept.

Ability

Main article: Ability

Abilities offer special options for skills or allow exceptions to the rules, and may only be purchased if your concept allows it. An ability always costs 5 points. Abilities have several evolutions that your concept may allow you to purchase. Each evolution requires the base ability and costs an additional 5 points.

Faults

Main article: Fault

A fault is a negative trait that limits your options, but adds a goal for you. You may have up to three faults total. Each fault grants you an extra 5 points to spend. Concepts may recommend faults, but these are optional.

Asset

Main article: Equipment

Unlike what you spend points on, assets may be gained or lost during play. Assets do not cost points, and are assigned a value tier from 0 (poor) to 3 (priceless). You start with two tier 0 asset regardless of your power level, and gain more from there. Concepts or abilities may grant you assets that you wouldn't be able to afford otherwise, and any asset granted by something that cost points will be restored if lost during play.

Character Sheet

Main article: Character Sheet

Record all your choices on your Character Sheet so you and the Referee can reference them during the game.


Version 2.5.1
©2014 Frameworks Games

This is outdated content. Update Needed!