Difference between revisions of "Strength"

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Your endurance, hardiness, and physical power. A higher score indicates a more robust and muscular body.
 
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 stamina with no effect. You can carry more (up to double your stamina) and be [[burdened]]. A person counts as bulky equal to their stamina if carried.
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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.
*'''Hits.''' You have hits equal to your strength score. Hits damage temporarily eliminates them. When you suffer hits damage but have no hits to lose, you make a strength check, called a '''hits''' check. Your success margin must equal or beat the hits you couldn't lose, and if you fail you are [[injured]]. Every 10 hits damage counts as a failed check with any remaining (including 0) forcing another check normally. If you are already injured failing a hits check forces you [[out]]. If you are out failing a hits check usually means [[death]]. You may recover a hit each day (see '''recover''' below).
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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.
*'''Lift:''' Some objects may require a minimum strength score or a check to pick up or push. Similarly you can throw a small object areas equal to your strength score, or farther if it is [[balanced]].
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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.  
*'''Endurance.''' 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, but a casual project grants a bonus to the check. 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.
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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.
*'''Recover:''' If you are [[sick]], [[injured]], or have lost hits you roll against your strength score each day when you [[rest]]. If you succeed you eliminate the sick or injured state or recover hits equal to your stamina.
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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.
*'''Stamina:''' Stamina is your strength [[control]]. Your own bulk when carried is equal to stamina, and you recover stamina hits each day when resting. [[Stagger]] is compared to your stamina to determine of you are knocked down or back. It also adds dice to [[mighty]] attacks.
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*'''Stagger:''' If [[Stagger]] exceeds your strength you are knocked [[down]].
*'''Slam.''' Unarmed attacks use the [[combat]] skill against a target within your [[reach]] and deals your slam effect regardless of whether you are punching, kicking, headbutting, tackling, or so on. A slam rolls 2dE and is [[mighty]], adding effect dice equal to your stamina. Blue results deal grit, and red results deal hits.
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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.
 
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[[fortitude]]
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[[encumbrance]]
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[[hits]]
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[[lift]]
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[[endurance]]
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[[recover]]
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[[stamina]]
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[[slam]]
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{{Attacktop}}
 
{{Attacktop}}
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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]]
*[[Heart]]
 
 
*[[Sense]]
 
*[[Sense]]
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*[[Spirit]]
  
{{V251}}
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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


Version 2.5.2
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