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.

  • Green (5 points, one tier 1 asset)
  • Adept (10 points, two tier 1 assets)
  • Accomplished (15 points, one tier 2 asset, two tier 1 assets)
  • Remarkable (20 points, two tier 2 assets, two tier 1 assets)
  • August (25 points, one tier 3 asset, two tier 2 assets, two tier 1 assets)
  • Supreme (30 points, two tier 3 assets, two tier 2 assets, two tier 1 assets)

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.

Goal

Main article: Goal

You will choose two goals from a list provided for the game or your faults. Note that you can care about more than two things, but only two provide advancement and focus.

  • Order vs Justice
  • Honor vs Passion
  • Glory vs Loyalty

Attributes

Main article: Attribute

Select one attribute to start at 9, one to start at 8, and one to start at 7. Put the 9 in what you the character should be best at, the 7 in what they should be worst at, and the 8 in the attribute left over. You can increase an attribute's score by +3 each time you spend 1 point on it, up to a maximum score of 16. 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.

  • Strength: Endurance, hardiness, and might.
  • Sense: Perception, intelligence, and sanity.
  • Heart: Confidence, determination, and spirit.

Skills

Main article: Skill

Select three skills to start at 9, three to start at 8, and three to start at 7. The 9's are the skills you will be best at, while the 7's are your weakest. You can increase a skill's score by +3 each time you spend 1 point on it, up to a maximum score of 16. Each skill has multiple uses. Sometimes you'll be able to use a different skill or an attribute to accomplish the same task, but there will be a penalty to switch.

Ability

Main article: Ability

Abilities offer special options for skills or allow exceptions to the rules. Each ability costs 1 point. Evolutions require the base ability, but extend its power. They also cost 1 point each.

Fault

Main article: Fault

Faults limit your options and add burdens to overcome, but also give you new goals and ways to gain focus. You may have up to three faults, and each fault you take gives you an extra 1 point to spend. Each fault has a constant mechanical effect, and prohibits an ability. It also has an Invoked effect, which can be triggered by anyone (including you) during a specific circumstance. Once you've been invoked, you may not be invoked again during the same session until you've gained focus. Each fault also has an associated goal, which you can select in place of the standard game goals.

Asset

Main article: Asset

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

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