Difference between revisions of "Fault"

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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.
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A fault is a negative trait that limits your options, but adds a goal for you. You may have up to three faults total. Each fault grants you an extra 5 points to spend. Concepts may recommend faults, but these are optional.
  
 
==Constant Effect==
 
==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.
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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 be. All constant effects from each of your faults are always in effect, so be careful how those effects overlap.
 
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==Focus Effect==
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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.
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==Invoked Effect==
 
==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.
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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. Once a fault has been invoked against you no further invokes are allowed until you gain focus. Since you automatically gain focus at the start of a new game session you can also have a fault invoked again. The invoked effect for a fault is usually severe. Invoking may prevent the referee from invoking against you at a more dangerous time or reset your ability to gain more focus, so there are advantages to invoking a fault yourself.
  
 
==Prohibited Ability==
 
==Prohibited Ability==
 
Each fault specifies one ability that you may not purchase. Usually that ability is completely contrary to the fault or mechanically incompatible.
 
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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==Fault Goal==
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Each fault lists a goal which is added to the band sheet. The first time you accomplish the goal it counts for advancement as usual. If you accomplish it again it still adds [[focus]] to you and anyone else who has the same fault. Once you gain focus you can't gain focus again until either the next game session, or until a fault is invoked against you, whichever comes first.
  
 
==Eliminating a Fault==
 
==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.
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Each time you take a [[respite]] and have points to spend, you may pay the 5 points and eliminate a fault. You may also add a new fault or exchange faults, 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.
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*'''''Optional Rule:''''' In place of gaining focus from a fault, you may put a check next to the fault. You may only eliminate the fault once you have 3 checks.
  
 
==Fault List==
 
==Fault List==

Revision as of 01:26, 2 May 2015

A fault is a negative trait that limits your options, but adds a goal for you. You may have up to three faults total. Each fault grants you an extra 5 points to spend. Concepts may recommend faults, but these are optional.

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 be. All constant effects from each of your faults are always in effect, so be careful how those effects overlap.

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. Once a fault has been invoked against you no further invokes are allowed until you gain focus. Since you automatically gain focus at the start of a new game session you can also have a fault invoked again. The invoked effect for a fault is usually severe. Invoking may prevent the referee from invoking against you at a more dangerous time or reset your ability to gain more focus, so there are advantages to invoking a fault yourself.

Prohibited Ability

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

Fault Goal

Each fault lists a goal which is added to the band sheet. The first time you accomplish the goal it counts for advancement as usual. If you accomplish it again it still adds focus to you and anyone else who has the same fault. Once you gain focus you can't gain focus again until either the next game session, or until a fault is invoked against you, whichever comes first.

Eliminating a Fault

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

  • Optional Rule: In place of gaining focus from a fault, you may put a check next to the fault. You may only eliminate the fault once you have 3 checks.

Fault List

List of Faults


Version 2.5.1
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