Damage

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Attacks and other circumstances may call for an effect roll. Each effect die has 3 green results, 2 blue results, and 1 red result. The attack or circumstance will note how many effect dice to roll (more dice indicates a more powerful effect), and what results of each face mean. If you don't have effect dice you may use a standard d6 and read the faces as:

  • 1-3: green
  • 4-5: blue
  • 6: red

Damage

For each effect result you roll of each type:

  • Grit: Each result eliminates one grit bubble (if you have it). If you run out of grit you must make a resolve check and meet or beat the number of grit results you didn't have bubbles to absorb. If you fail you gain a grit marker (shaken).
  • Hits: Each result eliminates one hits bubble (if you have it). If you run out of hits you must make a destruction check and meet or beat the number of hits results you didn't have bubbles to absorb. If you fail you gain a hits marker (wounded).
  • Wits: Each result eliminates one wits bubble (if you have it). If you run out of wits you must make a sanity check and meet or beat the number of wits results you didn't have bubbles to absorb. If you fail you gain a wits marker (flustered).
  • Stagger: One stagger result knocks you down. Extra stagger results deal grit instead.
  • Bleed: Each result adds a bleeding marker. Bleeding: During your next turn you suffer hits equal to half your bleed markers (round up) and remove 1 bleed marker.
  • Burn: Each result adds a burning marker, and every two burn results also deal 1 hit. Burning: During your next turn eliminate burn markers and roll 2dE per marker. On blue you lose grit, on red you lose hits, and on green you suffer new burn result. You may use a snap to eliminate 1 burn marker.
  • Sway: Each result lets you persuade a target without grit in a dispute, add a doubt marker to a target, or remove a doubt marker from a target. Doubt Marker: If doubt markers exceed your wits you lose all grit and must make a resolve check. After an encounter remove all doubt markers.
  • Stun: Each result gives you an extra penalty on all checks until the end of your next turn.
  • Kill: One kill result forces you to make a destruction check. Each extra kill result adds a penalty to that check.
  • Subdue: One subdue result forces you to make a resolve check. Each extra subdue result adds a penalty to that check.
  • Blind: One blind result gives you interference. Extra blind results give you a blinded marker. Blinded Marker: You suffer a visibility penalty on all checks. Each turn remove 1 blinded marker.
  • Puncture: Each result eliminates one hits bubble as above. This result may not be negated by armor.

Optional Damage Rules

  • Optional Rule: Gritty damage. If you take more damage than your attribute's control in one lump, you have to make a check.
  • Optional Rule: Knockback. Each stagger beyond your stamina pushes you back one area.
  • Optional Rule: Overflow damage. If you fumble a resolve, destruction, or sanity check suffer your marker and immediately check again in place of gaining interference.
  • Optional Rule: Momentum effects. If you have momentum when rolling effects, change the results of any three dice to the color of your choice.
  • Optional Rule: Gritty bleeding. Instead of removing a bleeding marker automatically, only remove one if you make a strength check with a margin equal to the number of markers.

Armor

Armor protects you from damage. When hit, you discard effect dice equal to the rating (after they are rolled, your choice which). If you have multiple armor ratings you only use the best. Armor covers all hit locations against all attacks unless keywords change that.

Recovering Damage

After an encounter you are no longer out, remove any grit and doubt markers, and regain any lost grit bubbles. You may rest to eliminate the exhausted state. Rest requires that you eat a meal (inexpensive to purchase or use supplies). Each day if you rest you may recover and attempt a strength check. If you succeed you eliminate a wounded marker or regain lost hits equal to your stamina. When you gain focus you eliminate a flustered marker or regain wits equal to your intellect.

State

Main article: State

As a result of effects you may gain temporary states that change what you can do. You can have any number of different states. Some states will stack, and give you multiple markers to track how affected you are. If a state doesn't allow multiple markers you lose 1 grit if you would get the same state again.

Precision

Normally attacks or effects hit you in the body, dealing the default effects. However it is possible to target attacks at specific locations to gain extra effects. Targeting a specific hit location adds a penalty, and is called a precision attack. Most individuals have a body, two arms, two legs, and one head. Different types of opponents may have new hit locations you can target, just ask.

  • Arms: When your arms are attacked if hits exceed your stamina you are injured and you lose one hand for equipping items until you recover from being injured.
  • Bypass: You try to avoid armor. The target rolls an effect die per armor, and if the result is green you ignore that armor. Note that this makes skimpy armor not even check.
  • Disarm: Your effects are applied to an equipped weapon or item, and it is dropped it that area.
  • Head: When your head is targeted you gain a bonus to any defense, but if you are hit the attack rolls +3dE.
  • Legs: When your legs are attacked if hits exceed your stamina you are injured and you lose 2 speed from all your moves until you recover from being injured.

Area Effect

Some attacks (including blast attacks) affect entire areas rather than single targets. You attack an area, and if you hit the effect spreads from there. If you miss, you check diversion. Diversion moves the target areas up to the failure margin towards the nearest individual with interference. If no one has interference then it deviates towards you instead. The effect then emerges from the new target area normally. Since it is the area being attacked and not individuals within, a Dive defense only needs to succeed to allow a move before any damage is rolled, since it isn't actually a contest.



Version 2.5.1
©2014 Frameworks Games

This is outdated content. Update Needed!