Difference between revisions of "Strength"

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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.
 
*'''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.
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*'''Hits.''' You have hits equal to your strength score. Hits damage removes bubbles until you have none left. When you suffer hits damage that isn't absorbed by your hits bubbles you must make a strength check. If the check fails you suffer a hits marker (usually a black token). Your success margin on the check must equal or beat the amount of hits damage you suffered. Note that suffering exactly 0 hits damage (such as losing your last bubble, or an attack that is exactly blocked by hits armor) still requires a check. Every 10 hits damage from one attack automatically causes a hits marker, and any remaining forces another check normally. Your first hits marker gives you a penalty (-2) on all checks, and is referred to as being '''injured'''. Your second hits marker forces you out, and you may no longer act. This is referred to as being '''wounded'''. You may recover a hits marker each day (see '''recovery''' below).
 
*'''Persevere.''' After a project or an encounter that lasts more than one exchange, you must make a check against your strength score. If the check fails you become [[exhausted]]. A strenuous project adds a penalty (-2) to the check. An encounter that lasts more than two exchanges counts as strenuous. Your success margin must exceed the number of days since you've had [[rest]]. If you are already exhausted you lose grit equal to your failure margin. [[Climate]] may force additional checks or add consequences to a failure. A mostly cerebral project or encounter may grant a bonus (+2) to the check.
 
*'''Persevere.''' After a project or an encounter that lasts more than one exchange, you must make a check against your strength score. If the check fails you become [[exhausted]]. A strenuous project adds a penalty (-2) to the check. An encounter that lasts more than two exchanges counts as strenuous. Your success margin must exceed the number of days since you've had [[rest]]. If you are already exhausted you lose grit equal to your failure margin. [[Climate]] may force additional checks or add consequences to a failure. A mostly cerebral project or encounter may grant a bonus (+2) to the check.
*'''Recovery:''' If you are [[sick]] or have destruction markers you roll against your strength score each day when you [[rest]].
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*'''Recover:''' If you are [[sick]] or have hits markers you roll against your strength score each day when you [[rest]]. If you succeed you regain a marker or eliminate the sick state. If you don't have markers or sickness to recover, but are missing hits bubbles, you recover bubbles equal to your strength control.
*'''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]].
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*'''Stamina:''' Stamina is your innate resistance to force and damage, and is equal to your strength control. When you suffer hits damage 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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*'''[[Skill]]s:''' Your strength control is used to determine the default score for all your physical [[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 strength control improves, all physical skill scores likewise increase. [[Modifier]]s for strength count towards all phystical skills as well.
 
**'''[[Fight]]:''' Melee attack and defense.
 
**'''[[Fight]]:''' Melee attack and defense.
 
**'''[[Move]]:''' Running and tumbling.
 
**'''[[Move]]:''' Running and tumbling.
 
**'''[[Survive]]:''' Endurance and nature.
 
**'''[[Survive]]:''' Endurance and nature.
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*'''Slam.''' Melee attacks use the [[fight]] skill against a target within your [[reach]]. A weapons will list its 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 1dE plus effect dice equal to your strength control. Green results deal grit damage, blue results deal hits damage, and red results deal [[stagger]].
  
==Destruction==
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{|{{chartab}}
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]]).
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'''''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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==Hits==
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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.
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{|cellspacing="3" cellpadding="3" style="background-color:#ffffcc; margin:1em 1em 1em 1em; border:solid 2px #AAAAAA; border-collapse:collapse;empty-cells:show;"
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|width="250pt" align="center"|'''Condition'''
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|width="405pt" align="center"|'''Condition'''
 
|width="20pt"| -2
 
|width="20pt"| -2
 
|width="20pt"| Out
 
|width="20pt"| Out
 
|-align="center"  
 
|-align="center"  
|width="200pt" align="left"|'''Hits''' (Str score) [Armor]
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|width="85pt" align="left"|'''Grit'''
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| -0
 
|[[image:10dots.gif]]
 
|[[image:10dots.gif]]
 
|[[image:1dot.gif]]
 
|[[image:1dot.gif]]
 
|[[image:1dot.gif]]
 
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|-align="center"
 
 
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==Melee==
 
Melee attacks use the [[Fight]] skill against a target within your [[reach]]. A weapons will list its effects. If you are attacking without a weapon you use your slam, regardless of whether you are punching, kicking, headbutting, tackling, or so on. A slam rolls 1dE plus effect dice equal to your strength control. Green results deal agony, blue results deal trauma, and red results deal stagger.
 
  
 
{{Attacktop}}
 
{{Attacktop}}

Revision as of 06:34, 10 October 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.
  • Hits. You have hits equal to your strength score. Hits damage removes bubbles until you have none left. When you suffer hits damage that isn't absorbed by your hits bubbles you must make a strength check. If the check fails you suffer a hits marker (usually a black token). Your success margin on the check must equal or beat the amount of hits damage you suffered. Note that suffering exactly 0 hits damage (such as losing your last bubble, or an attack that is exactly blocked by hits armor) still requires a check. Every 10 hits damage from one attack automatically causes a hits marker, and any remaining forces another check normally. Your first hits marker gives you a penalty (-2) on all checks, and is referred to as being injured. Your second hits marker forces you out, and you may no longer act. This is referred to as being wounded. You may recover a hits marker each day (see recovery below).
  • Persevere. After a project or an encounter that lasts more than one exchange, you must make a check against your strength score. If the check fails you become exhausted. A strenuous project adds a penalty (-2) to the check. An encounter that lasts more than two exchanges counts as strenuous. Your success margin must exceed the number of days since you've had rest. If you are already exhausted you lose grit equal to your failure margin. Climate may force additional checks or add consequences to a failure. A mostly cerebral project or encounter may grant a bonus (+2) to the check.
  • Recover: If you are sick or have hits markers you roll against your strength score each day when you rest. If you succeed you regain a marker or eliminate the sick state. If you don't have markers or sickness to recover, but are missing hits bubbles, you recover bubbles equal to your strength control.
  • Stamina: Stamina is your innate resistance to force and damage, and is equal to your strength control. When you suffer hits damage 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 physical 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 strength control improves, all physical skill scores likewise increase. Modifiers for strength count towards all phystical skills as well.
    • Fight: Melee attack and defense.
    • Move: Running and tumbling.
    • Survive: Endurance and nature.
  • Slam. Melee attacks use the fight skill against a target within your reach. A weapons will list its 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 1dE plus effect dice equal to your strength control. Green results deal grit damage, blue results deal hits damage, and red results deal stagger.
Condition -2 Out
Grit -0 10dots.gif 1dot.gif 1dot.gif
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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