Difference between revisions of "Strength"

From AF wiki
Jump to: navigation, search
Line 2: Line 2:
 
Your endurance, hardiness, and physical power.
 
Your endurance, hardiness, and physical power.
 
*'''Encumbrance:''' You may carry [[bulky]] items up to your strength control. If you carry more you are [[burdened]], and you suffer a Penalty (-2) to all strength checks and skills controlled by strength. An individual your [[size]] counts as bulky.
 
*'''Encumbrance:''' You may carry [[bulky]] items up to your strength control. If you carry more you are [[burdened]], and you suffer a Penalty (-2) to all strength checks and skills controlled by strength. An individual your [[size]] counts as bulky.
*'''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).
+
*'''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, often called a '''destruction''' 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).
 
*'''Lift:''' Some objects may require a minimum strength score to pick up or push. Similarly you can throw a small object areas equal to your strength score, or farther if it is [[balanced]].
 
*'''Lift:''' Some objects may require a minimum strength score to pick up or push. Similarly you can throw a small object areas equal to your strength score, or farther if it is [[balanced]].
 
*'''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), but a casual project grants a bonus (+2) to the check. An encounter that lasts more than two exchanges counts as strenuous. Your success margin must beat 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.
 
*'''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), but a casual project grants a bonus (+2) to the check. An encounter that lasts more than two exchanges counts as strenuous. Your success margin must beat 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.

Revision as of 21:41, 28 November 2014

Your endurance, hardiness, and physical power.

  • Encumbrance: You may carry bulky items up to your strength control. If you carry more you are burdened, and you suffer a Penalty (-2) to all strength checks and skills controlled by strength. An individual your size counts as bulky.
  • 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, often called a destruction 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).
  • Lift: Some objects may require a minimum strength score to pick up or push. Similarly you can throw a small object areas equal to your strength score, or farther if it is balanced.
  • 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), but a casual project grants a bonus (+2) to the check. An encounter that lasts more than two exchanges counts as strenuous. Your success margin must beat 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.
  • Recover: If you are sick or have lost hits you roll against your strength score each day when you rest. If you succeed you recover hits equal to your strength control, or eliminate a hits marker or the sick state.
  • Stamina: Stamina is your innate resistance to 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 and parry.
    • Move: Speed and evasion.
    • 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.
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 2.5.1
©2014 Frameworks Games

This is outdated content. Update Needed!