Difference between revisions of "Strength"

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(Strength Skills)
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Your strength attribute indicates your physique, endurance, and the overall development of your body.
 
Your strength attribute indicates your physique, endurance, and the overall development of your body.
 
+
*'''Encumbrance:''' Every item of [[equipment]] that can be carried lists a [[encumbrance]] value, also called Enc. Enc represents the weight and bulk of an item. You may carry Enc up to your strength score. Enc more than half your score (rounding down) makes you [[Burdened]], and you suffer a Penalty (-2) to all checks. You can lift or shift an object weighing Enc up to twice your strength score with a successful check. The maximum range you may throw an object is equal to your strength minus the object's Enc. If the object has the [[balanced]] keyword you gain a Bonus (+2) to your strength for determining range.
==Stamina==
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*'''Recovery:''' If you are [[sick]] or have destruction markers you roll against your strength score each day when you [[rest]].
Stamina is your innate resistance to force and damage, and is equal to your strength control. When you suffer agony from a single attack that exceeds your stamina you must make a successful check against your strength score or fall [[down]]. When you suffer trauma from a single attack that exceeds your stamina you are [[bleeding]].
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*'''Stamina:''' Stamina is your innate resistance to force and damage, and is equal to your strength control. When you suffer agony from a single attack that exceeds your stamina you must make a successful check against your strength score or fall [[down]]. When you suffer trauma from a single attack that exceeds your stamina you are [[bleeding]].
 +
*'''[[Skill]]s:''' Your strength control is used to determine the default score for all your strength [[skill]]s: [[Fight]], [[Move]], and [[Survive]]. The starting score for each is 5 plus your control. You may spend points to increase specific skills. If your control improves, all strength skill scores likewise increase. [[Modifier]]s for strength count towards all strength skills as well.
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**'''[[Fight]]:''' Melee attack and defense.
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**'''[[Move]]:''' Running and tumbling.
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**'''[[Survive]]:''' Endurance and nature.
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*'''Work:''' You use a strength check to lift heavy objects or do manual labor. If the check fails you are [[exhausted]].
  
 
==Destruction==
 
==Destruction==
 
{{Main|Destruction}}
 
{{Main|Destruction}}
When you suffer trauma that isn't absorbed your your own hits (see Hits below) you must roll a [[destruction]] check against your strength score. If the check fails, you'll gain a Destruction marker. If the attack deals more than one trauma, your success margin must beat the number of extra trauma to avoid the marker. Every 10 extra trauma automatically causes a marker, and then you check for any remaining trauma normally.
+
When you suffer trauma that isn't absorbed by your hits you must roll a [[destruction]] check against your strength score. If the check fails, you'll gain a destruction marker (usually a black token). Your success margin must equal or beat the amount of trauma. Every 10 trauma automatically causes a marker, and then you check for any remaining trauma normally. Note that suffering exactly 0 trauma (say from an attack that dealt trauma, but your last hit absorbed it) still requires a check. You eliminate destruction markers by making a '''recovery''' strength check each day when you [[rest]]. If you have 1 destruction marker, often called being '''injured''', you may not recover hits. If you have 2 destruction markers, often called being '''wounded''', you suffer a penalty (-2) on all checks. If you have 3 destruction markers, often called being '''shattered''', you are unconscious and too injured to move. More than 3 destruction markers eliminates the character from play (see [[death]]).
  
'''''Example:''' Pounded Pete has a strength score of 12, and 12 Hits. He is struck by 15 trauma. First, his 12 hits are eliminated, leaving 3 trauma to him. He must make a destruction check with a target of 12, but he needs a success margin of 2 or more. Pete rolls a 10 and barely succeeds. Pete is hit again for another 15 trauma. With no hits left to absorb any of the trauma, he suffers it all. The first 11 automatically cause a Destruction marker. That leaves 4 trauma left, so Pete is rolling against his usual 12- target, but he needs a success margin of 3 or higher to avoid a second Destruction marker.''
+
'''''Example:''' Pounded Pete has a strength score of 12, and 12 Hits. He is struck by 15 trauma. First, his 12 hits are eliminated, leaving 3 trauma to him. He must make a destruction check with a target of 12, but he needs a success margin of 3 or more. Pete rolls a 9 and barely succeeds. Pete is hit again for another 15 trauma. With no hits left to absorb any of the trauma, he suffers it all. The first 10 automatically cause a Destruction marker. That leaves 5 trauma left, so Pete is rolling against his usual 12- target, but he needs a 7- to avoid a second Destruction marker.''
 
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==Encumbrance==
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{{Main|Encumbrance}}
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Every item of [[equipment]] that can be carried lists a [[encumbrance]] value, also called Enc. Enc represents the weight and bulk of an item. You may carry Enc up to your strength score. Enc more than half your score (rounding down) makes you [[Burdened]], and you suffer a Penalty (-2) to all checks. You can lift or shift an object weighing Enc up to twice your strength score with a successful check. The maximum range you may throw an object is equal to your strength minus the object's Enc. If the object has the [[balanced]] keyword you gain a Bonus (+2) to your strength for determining range.
+
  
 
==Hits==
 
==Hits==
 
{{Main|Hits}}
 
{{Main|Hits}}
You have Hits equal to your strength score. Every trauma result you take eliminates one of your hits. Excess trauma causes a [[destruction]] check.
+
You have Hits equal to your strength score. Every trauma result you take eliminates one of your hits. Excess trauma causes a [[destruction]] check. Each day when you [[rest]] you recover a hit.
  
 
{|cellspacing="3" cellpadding="3" style="background-color:#ffffcc; margin:1em 1em 1em 1em; border:solid 2px #AAAAAA; border-collapse:collapse;empty-cells:show;"  
 
{|cellspacing="3" cellpadding="3" style="background-color:#ffffcc; margin:1em 1em 1em 1em; border:solid 2px #AAAAAA; border-collapse:collapse;empty-cells:show;"  
|width="95pt" align="left"|
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|width="200pt" align="left"|
|width="395pt" align="center"|'''Condition'''
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|width="250pt" align="center"|'''Condition'''
 
|width="20pt"|  
 
|width="20pt"|  
 
|width="20pt"| -2
 
|width="20pt"| -2
 
|width="20pt"| Out
 
|width="20pt"| Out
 
|-align="center"  
 
|-align="center"  
|width="95pt" align="left"|'''Hits''' (Armor 0)
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|width="200pt" align="left"|'''Hits''' (Str score) [Armor]
 
|[[image:10dots.gif]]
 
|[[image:10dots.gif]]
 
|[[image:1dot.gif]]
 
|[[image:1dot.gif]]
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==Slam==
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==Melee==
{{Main|Slam}}
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{{Main|Melee}}
 
Melee attacks use the [[Fight]] skill against a target within your [[reach]]. A weapons will list it's effects. If you are attacking without a weapon you use your slam effect, regardless of whether you are punching, kicking, headbutting, tackling, or so on. A slam rolls effect dice equal to your strength control. Green results deal agony, blue results deal trauma, and red results deal stagger.
 
Melee attacks use the [[Fight]] skill against a target within your [[reach]]. A weapons will list it's effects. If you are attacking without a weapon you use your slam effect, regardless of whether you are punching, kicking, headbutting, tackling, or so on. A slam rolls effect dice equal to your strength control. Green results deal agony, blue results deal trauma, and red results deal stagger.
  
 
{{Attacktop}}
 
{{Attacktop}}
 
{{Slam}}
 
{{Slam}}
|}
 
 
==Strength Skills==
 
{{Main|Skill}}
 
Your strength control is used to determine the default score for all your strength [[skill]]s: [[Fight]], [[Move]], and [[Survive]]. The starting score for each is 5 plus your control. You may spend points to increase specific skills. If your control improves, all strength skill scores likewise increase. [[Modifier]]s for strength count towards all strength skills as well.
 
 
{|Border="0" cellpadding="5" cellspacing="0"
 
|'''Skill'''||'''Description'''
 
|-
 
|[[Fight]]||Melee attacks and defenses.
 
|-
 
|[[Move]]||Running and tumbling.
 
|-
 
|[[Survive]]||Endurance and outdoor survival.
 
 
|}
 
|}
  

Revision as of 05:17, 10 August 2014

Your strength attribute indicates your physique, endurance, and the overall development of your body.

  • Encumbrance: Every item of equipment that can be carried lists a encumbrance value, also called Enc. Enc represents the weight and bulk of an item. You may carry Enc up to your strength score. Enc more than half your score (rounding down) makes you Burdened, and you suffer a Penalty (-2) to all checks. You can lift or shift an object weighing Enc up to twice your strength score with a successful check. The maximum range you may throw an object is equal to your strength minus the object's Enc. If the object has the balanced keyword you gain a Bonus (+2) to your strength for determining range.
  • Recovery: If you are sick or have destruction markers you roll against your strength score each day when you rest.
  • Stamina: Stamina is your innate resistance to force and damage, and is equal to your strength control. When you suffer agony from a single attack that exceeds your stamina you must make a successful check against your strength score or fall down. When you suffer trauma from a single attack that exceeds your stamina you are bleeding.
  • Skills: Your strength control is used to determine the default score for all your strength skills: Fight, Move, and Survive. The starting score for each is 5 plus your control. You may spend points to increase specific skills. If your control improves, all strength skill scores likewise increase. Modifiers for strength count towards all strength skills as well.
    • Fight: Melee attack and defense.
    • Move: Running and tumbling.
    • Survive: Endurance and nature.
  • Work: You use a strength check to lift heavy objects or do manual labor. If the check fails you are exhausted.

Destruction

Main article: Destruction

When you suffer trauma that isn't absorbed by your hits you must roll a destruction check against your strength score. If the check fails, you'll gain a destruction marker (usually a black token). Your success margin must equal or beat the amount of trauma. Every 10 trauma automatically causes a marker, and then you check for any remaining trauma normally. Note that suffering exactly 0 trauma (say from an attack that dealt trauma, but your last hit absorbed it) still requires a check. You eliminate destruction markers by making a recovery strength check each day when you rest. If you have 1 destruction marker, often called being injured, you may not recover hits. If you have 2 destruction markers, often called being wounded, you suffer a penalty (-2) on all checks. If you have 3 destruction markers, often called being shattered, you are unconscious and too injured to move. More than 3 destruction markers eliminates the character from play (see death).

Example: Pounded Pete has a strength score of 12, and 12 Hits. He is struck by 15 trauma. First, his 12 hits are eliminated, leaving 3 trauma to him. He must make a destruction check with a target of 12, but he needs a success margin of 3 or more. Pete rolls a 9 and barely succeeds. Pete is hit again for another 15 trauma. With no hits left to absorb any of the trauma, he suffers it all. The first 10 automatically cause a Destruction marker. That leaves 5 trauma left, so Pete is rolling against his usual 12- target, but he needs a 7- to avoid a second Destruction marker.

Hits

Main article: Hits

You have Hits equal to your strength score. Every trauma result you take eliminates one of your hits. Excess trauma causes a destruction check. Each day when you rest you recover a hit.

Condition -2 Out
Hits (Str score) [Armor] 10dots.gif 1dot.gif 1dot.gif 1dot.gif

Melee

Main article: Melee

Melee attacks use the Fight skill against a target within your reach. A weapons will list it's effects. If you are attacking without a weapon you use your slam effect, regardless of whether you are punching, kicking, headbutting, tackling, or so on. A slam rolls effect dice equal to your strength control. Green results deal agony, blue results deal trauma, and red results deal stagger.

Attack Tier Keywords Dice Blue/Red
Slam Mighty (+dE = strength control) 2dE Hits / Grit

Purchasing Strength

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 2.5.0
©2014 Frameworks Games

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