Strength

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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 with no ill effect. You can carry more (up to double your strength) and be burdened. A person counts as bulky equal to their strength if carried.
  • Hits: You have 5+Strength hits. Hits damage temporarily eliminates them. When you suffer hits damage but have no hits to lose you make a check. Every 5 hits requires a margin to succeed. If you fail you are injured, and if you fail with a margin you are out. If you are already injured and fail again you are out. If you are out failing a hits check usually means death. You may recover a hit each day (see recover below).
  • Lift: Some objects may require a minimum strength score or a check to pick up or push. Similarly you can throw a large object areas equal to your strength score, or farther if it is small or balanced.
  • 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.
  • 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 strength.
  • Stagger: If you take Stagger equal to you are knocked down. Each Stagger beyond that knocks you back one area.
  • 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 strength. Blue results deal grit, and red results deal hits.
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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