Strength

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

Destruction

Main article: Destruction

When you suffer hits that aren't absorbed your your own hit bubbles (see Hits below) you must roll a destruction check against your physical attribute score. If the check fails, you'll gain a Destruction marker. If the attack deals more than one hit, your success margin must beat the number of extra hits to avoid the marker. Every 10 hits automatically causes a marker, and then you check for any remaining hits normally.

Example: Pounded Pete has a physical attribute score of 12, and 12 Hits. He is struck by 15 Hits of damage. First, his 12 Hit bubbles are eliminated, leaving 3 Hits of damage 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, avoiding a Destruction marker. Pete is hit again for another 15 Hits. With no Hits bubbles left to absorb any, he suffers it all. The first 10 automatically cause a Destruction marker. That leaves 5 hits left, so Pete is rolling against his usual 12- target, but he needs a success margin of 4 or higher to avoid a second Destruction marker.

Encumbrance

Main article: 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 physical score. Enc more than half your score (rounding down) makes you Burdened, and you suffer a Penalty (-2) to all checks.

Endurance

Main article: Endurance

You may become exhausted after enough projects without Rest. After a project, you must make an endurance check against your physical attribute score. If the check fails you become exhausted. A strenuous project adds a Penalty (-2) to the check. Combat or hustling while you journey are automatically considered strenuous. If it has been more than one project since you last rested, your success margin must beat the number of extra projects. If you are already exhausted and would become exhausted again for any reason you suffer 1 Grit instead. Climate may force additional endurance checks, add a Penalty, or even states if a check fails.

Dan the Danger Ranger is on the move, and uses a project to cut across dangerous territory. He isn't hustling, and this is his first project for the day, so he is checking against his physical attribute score of 13. He rolls an 11, so he is not exhausted. With time running out, Dan decides to move again, and hustles this time. Now his check is penalized for the strenuous activity for a target of 11, and since he's done an extra project without resting he needs to succeed by 1 or more. He rolls a 10, and barely succeeds. Still not there, Dan pushes it one more time. The target is still 11, but now its been 2 extra projects since he's rested, so he needs a success margin of 2 or more. He rolls a 10 again, and this time Dan is exhausted.

Hits

Main article: Hits

You have Hits equal to your physical attribute score. Every hit result you take eliminates one of your hits. Excess hits cause a destruction check.

Condition -2 Out
Hits (Destroy)
Armor 0
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 Unarmed effect, regardless of whether your are punching, kicking, headbutting, tackling, or so on. Everyone has an unarmed attack, and normally unarmed attacks roll 2dE (impact) and have the Mighty keyword, which adds effect dice equal to your physical attribute control. On impact effect dice green result deal Grit, blue results deal hits, and red results deal push.

Template:Unarmed
Asset Tier Keywords

Physical Skills

Main article: Skill

Your physical attribute control is used to determine the default score for all your physical skills: Aim, Fight, Move, Operate, Patch and Sneak. The starting score is 7, plus your control. You may spend points to increase specific skills. If your Control improves, all physical skill scores likewise increase.

Skill Description
Aim Ranged attacks and precision.
Fight Melee attacks and defenses.
Move Running, jumping, and tumbling.
Operate Controlling devices and vehicles.
Patch Healing, crafting, and fixing.
Sneak Avoiding detection.

Throwing

Main article: Throwing

Throwing is a Close attack using the Fight skill, but you have a maximum throwing distance. Subtract the thrown item's Enc from your physical attribute score, and the remainder is the maximum number of areas you can throw the object. An L item counts as 0 Enc. If the Enc is equal to or larger than your score then you may not throw the object at all. If the object you are throwing doesn't have the Balanced keyword then you suffer a Penalty (-2) on the attack. Throwing an object deals your Unarmed effect unless you are throwing a weapon with effects of its own.

Point Cost

Score Points Control Extract
6 -8 -1 1
7 -6 -1 1
8 -4 -1 1
9 -1 0 2
10 0 0 2
11 1 0 2
12 4 1 3
13 6 1 3
14 8 1 3
15 12 2 4
16 15 2 4
17 18 2 4
18 23 3 5

See Also


Version 2.5.0
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