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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.

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.

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

Purchasing Attributes

Select one attribute to start at 7, one to start at 8, and one to start at 9. 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.

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

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