Difference between revisions of "Fault"

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(Created page with "__NOTOC__ Faults are physical or mental limitations. Taking faults gets you more points to spend, but more than that a fault adds unique personality and options for gaining ...")
 
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__NOTOC__
 
__NOTOC__
Faults are physical or mental limitations. Taking faults gets you more points to spend, but more than that a fault adds unique personality and options for gaining [[focus]]. Each career concept has a required fault. You may have from zero to three faults, but never more than three. A fault is worth 5 extra points. You may choose to have a 'trace' fault, which gives you only 1 extra point to spend. A trace fault still counts as one of your three faults, and does count as having the fault for careers, but otherwise has no mechanical effects (including gaining focus).
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Faults are physical, mental, or social limitations. They are optional, but taking faults gets you more points to spend and a new way to regain [[focus]]. Each career [[concept]] has a recommended fault, but you are not required to take it. Each fault counts as 5 extra points, and you may have to three. Note that points from faults do not count against your power level, so a 50 point character with 2 faults spends 60 points, but counts as a 50 point character in every way.
  
{|Border="0" cellpadding="5" cellspacing="0"
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==Constant Effect==
|'''Level'''||'''Points'''
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Each fault has a constant effect which always applies to you. This is the main drawback for taking the fault, and will put you at a disadvantage at times. The less frequently the effect applies the more extreme the impact will generally be. All constant effects from each of your faults are always in effect, so be careful how those effects overlap.
|-Style="background-color:#afafaf"
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|Trace||-1
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|-Style="background-color:#dfdfdf"
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|Full||-5
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|}
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==Fault Effects==
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==Focus Effect==
Each fault has a constant effect which always applies to you. Next it lists a circumstance that allows you to gain focus. You may only gain focus from your faults once each session, so if the circumstance arises multiple times, or different circumstances from different faults occur you are still limited to just the 1 focus. If you already have all your focus you may choose to recover a hit or sway instead. A fault will also list a circumstance where it may be '''invoked''' for an extra effect. You, the referee, or any other player may invoke the fault if the circumstance comes up. Just like focus, you may only have one fault invoked against you each session. Finally a fault will specify one ability that you may not purchase.
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Each fault lists a circumstance that allows you to gain focus. You may only regain focus from any faults once each game session. So if circumstances arise multiple times or if different faults trigger occur you are still limited to just 1 focus. If you already have all your focus you gain [[momentum]] instead.
  
==Eliminating Faults==
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==Invoked Effect==
Each time you take a [[respite]] you may spend 5 points to eliminate a fault or 4 points reduce it to trace level. You may also add a new fault, so long as you never have more than three.
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Every fault also lists a circumstance where it may be '''invoked''' for an extra effect. You, the referee, or any other player may invoke a fault when the circumstance occurs. Just like focus, you may only have one fault invoked against you each session, so you might consider invoking your or a friend's fault just to keep the referee from invoking it later when it might be more problematic.
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==Prohibited Ability==
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Each fault specifies one ability that you may not purchase. Usually that ability is completely contrary to the fault or mechanically incompatible.
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==Eliminating a Fault==
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Each time you take a [[respite]] you may spend 5 points to eliminate a fault. You may also add a new fault, so long as you never have more than three.
 
*'''''Optional Rule:''''' In place of gaining focus from a fault, you put a check next to the fault. You may only eliminate the fault once you have 5 checks next to it.
 
*'''''Optional Rule:''''' In place of gaining focus from a fault, you put a check next to the fault. You may only eliminate the fault once you have 5 checks next to it.
  
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[[:Category:Fault|List of Faults]]
 
[[:Category:Fault|List of Faults]]
  
{{V250}}
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{{V251}}
  
 
[[Category:Character Creation]]
 
[[Category:Character Creation]]

Revision as of 05:25, 1 November 2014

Faults are physical, mental, or social limitations. They are optional, but taking faults gets you more points to spend and a new way to regain focus. Each career concept has a recommended fault, but you are not required to take it. Each fault counts as 5 extra points, and you may have to three. Note that points from faults do not count against your power level, so a 50 point character with 2 faults spends 60 points, but counts as a 50 point character in every way.

Constant Effect

Each fault has a constant effect which always applies to you. This is the main drawback for taking the fault, and will put you at a disadvantage at times. The less frequently the effect applies the more extreme the impact will generally be. All constant effects from each of your faults are always in effect, so be careful how those effects overlap.

Focus Effect

Each fault lists a circumstance that allows you to gain focus. You may only regain focus from any faults once each game session. So if circumstances arise multiple times or if different faults trigger occur you are still limited to just 1 focus. If you already have all your focus you gain momentum instead.

Invoked Effect

Every fault also lists a circumstance where it may be invoked for an extra effect. You, the referee, or any other player may invoke a fault when the circumstance occurs. Just like focus, you may only have one fault invoked against you each session, so you might consider invoking your or a friend's fault just to keep the referee from invoking it later when it might be more problematic.

Prohibited Ability

Each fault specifies one ability that you may not purchase. Usually that ability is completely contrary to the fault or mechanically incompatible.

Eliminating a Fault

Each time you take a respite you may spend 5 points to eliminate a fault. You may also add a new fault, so long as you never have more than three.

  • Optional Rule: In place of gaining focus from a fault, you put a check next to the fault. You may only eliminate the fault once you have 5 checks next to it.

Fault List

List of Faults


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