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Attribute vs Skill
Attributes and skills both have scores and both roll checks the same way, so they seem similar on the surface. So what makes an attribute different? Mechanically an attribute should always have an associated damage track (such as hits, wits, or grit), a control that adds to a damage value or threshold, and several skills that are based on it. Inversely a skill should never have a control, and if you would need one use the parent attribute's instead. Abilities are unlocked by skills but not attributes. Skills are cheaper to improve, but can be limited by your concept.

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.

Purchasing Attributes

Select a score and pay the listed number of points. You may improve your score later by spending more points. The default if you spend no points at all is an 8. If a denizen has no listed score but must make a check then use the 8 default as a base, and drop it to 6- if it's something that denizen would be poor at, or increase to 10- if it should be something the denizen specializes in.

Score Points Control
7 0 1
8 0 1
9 0 1
10 1 2
11 1 2
12 1 2
13 2 3
14 2 3
15 2 3
16(*) 3 4

(*) Only available from a 15.

See Also


Version 2.5.1
©2014 Frameworks Games

This is outdated content. Update Needed!