Strength

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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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