Difference between revisions of "Strength"

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Your strength attribute indicates your physique, endurance, and the overall development of your body.
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Your endurance, hardiness, and physical power. A higher score indicates a more robust and muscular 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.
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*'''Encumbrance:''' You may carry [[bulky]] items up to your strength without being [[burdened]]. Up to double your strength is the maximum you can lift and carry. A person counts as a bulky(strength) item when carried.
*'''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.
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*'''Hits:''' Heroes start with (5+strength) hits. Hits damage temporarily eliminates them. If you suffer hits damage but have no hits to lose you make a check and are injured if you fail. Every three hits requires an extra level of success to avoid injury, and the difference between your success levels rolled and needed is the number of times you are injured.
*'''Recovery:''' If you are [[sick]] or have destruction markers you roll against your strength score each day when you [[rest]].
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*'''Lift:''' Some objects go beyond [[bulky]] require a strength check just to pick up or push. Heavier objects have penalties to the check.  
*'''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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*'''Endurance.''' You must make a check against your strength to avoid becoming exhausted after a project, or an encounter that lasts more than one exchange.  Strenuous activity incurs a penalty, but a casual activity may grant a bonus to the check. The success level you need is the number of days since your last  [[rest]]. [[Climate]] may force checks or add consequences to a failure.
*'''[[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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*'''Recover:''' If you are [[sick]], [[injured]], or have lost hits you roll against your strength score each day when you [[rest]]. You recover one hit or condition for each success level.
**'''[[Fight]]:''' Melee attack and defense.
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*'''Stagger:''' If [[Stagger]] exceeds your strength you are knocked [[down]].
**'''[[Move]]:''' Running and tumbling.
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*'''Slam.''' Unarmed attacks usually use your [[combat]] skill against a target within your [[reach]]. A success deals your slam effects, and represents a  punch, kick, headbutt, tackle, or any other unarmed strike. A slam rolls 2dE and is [[mighty]], adding dice equal to your strength. Blue results deal hits, and red results deal more grit.
**'''[[Survive]]:''' Endurance and nature.
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==Destruction==
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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="200pt" align="left"|
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|width="250pt" align="center"|'''Condition'''
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|width="20pt"| -2
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|width="20pt"| Out
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|-align="center"
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|width="200pt" align="left"|'''Hits''' (Str score) [Armor]
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|[[image:1dot.gif]]
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|[[image:1dot.gif]]
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|[[image:1dot.gif]]
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|-align="center"
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==Melee==
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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.
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==Purchasing Strength==
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==Related Abilities==
{{AttributeCost}}
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{{Bash}}
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{{Carry}}
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{{Endure}}
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{{Grapple}}
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{{Tough}}
  
 
==See Also==
 
==See Also==
 
*[[Attribute]]
 
*[[Attribute]]
*[[Influence]]
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*[[Sense]]
*[[Acuity]]
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*[[Spirit]]
  
{{V250}}
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{{V252}}
  
[[Category:Attribute]]
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[[Category:Alternate Ability]]

Latest revision as of 20:35, 28 January 2023

Your endurance, hardiness, and physical power. A higher score indicates a more robust and muscular body.

  • Encumbrance: You may carry bulky items up to your strength without being burdened. Up to double your strength is the maximum you can lift and carry. A person counts as a bulky(strength) item when carried.
  • Hits: Heroes start with (5+strength) hits. Hits damage temporarily eliminates them. If you suffer hits damage but have no hits to lose you make a check and are injured if you fail. Every three hits requires an extra level of success to avoid injury, and the difference between your success levels rolled and needed is the number of times you are injured.
  • Lift: Some objects go beyond bulky require a strength check just to pick up or push. Heavier objects have penalties to the check.
  • Endurance. You must make a check against your strength to avoid becoming exhausted after a project, or an encounter that lasts more than one exchange. Strenuous activity incurs a penalty, but a casual activity may grant a bonus to the check. The success level you need is the number of days since your last rest. Climate may force checks or add consequences to a failure.
  • Recover: If you are sick, injured, or have lost hits you roll against your strength score each day when you rest. You recover one hit or condition for each success level.
  • Stagger: If Stagger exceeds your strength you are knocked down.
  • Slam. Unarmed attacks usually use your combat skill against a target within your reach. A success deals your slam effects, and represents a punch, kick, headbutt, tackle, or any other unarmed strike. A slam rolls 2dE and is mighty, adding dice equal to your strength. Blue results deal hits, and red results deal more grit.
Attack Tier Keywords Dice Blue/Red
Slam Mighty (+dE = strength control) 2dE Hits / Grit

Related Abilities

  • Bash: You add +1dE to all physical attacks.
  • Carry: You can carry bulky items up to double your stamina without penalty, or up to triple by becoming burdened. You gain a bonus on endurance checks for walking.
  • Endure: You gain a bonus on checks against diseases, intoxicants, or toxins, and climate.
  • Grapple: Use an Action to grab an opponent within Reach. A Good roll Locks the target. A Lock requires two hands and Effort each Turn to maintain. Alternatively, Grapple may be used to break free of a Lock with a Good roll.
  • Tough: You take 1 fewer grit from any attack and gain a bonus on hits checks.

See Also


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