Difference between revisions of "Strength"

From AF wiki
Jump to: navigation, search
(Created page with "__NOTOC__ Your physical attribute indicates your strength, coordination, endurance, and the overall development of your body. ==Destruction== {{Main|Destruction}} When you su...")
 
 
(66 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
__NOTOC__
 
__NOTOC__
Your physical attribute indicates your strength, coordination, endurance, and the overall development of your 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 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.
  
==Destruction==
+
{{Attacktop}}
{{Main|Destruction}}
+
{{Slam}}
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|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|Endurance}}
+
You may become [[exhausted]] after enough [[project]]s 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|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.
+
 
+
{|cellspacing="3" cellpadding="3" style="background-color:#ffffcc; margin:1em 1em 1em 1em; border:solid 2px #AAAAAA; border-collapse:collapse;empty-cells:show;"
+
|width="85pt" align="left"|
+
|width="405pt" align="center"|'''Condition'''
+
|width="20pt"|
+
|width="20pt"| -2
+
|width="20pt"| Out
+
|-align="center"
+
|width="85pt" align="left"|'''Hits (Destroy)'''<br>Armor 0
+
|[[image:10dots.gif]]
+
|[[image:1dot.gif]]
+
|[[image:1dot.gif]]
+
|[[image:1dot.gif]]
+
|-align="center"
+
 
|}
 
|}
  
==Melee==
+
==Related Abilities==
{{Main|Melee}}
+
{{Bash}}
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.
+
{{Carry}}
 
+
{{Endure}}
{{Equiptop}}
+
{{Grapple}}
{{Unarmed}}
+
{{Tough}}
|}
+
 
+
==Physical Skills==
+
{{Main|Skill}}
+
Your physical attribute control is used to determine the default score for all your physical [[skill]]s: [[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.
+
 
+
{|Border="0" cellpadding="5" cellspacing="0"
+
|'''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|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==
+
{|Border="0" cellpadding="5" cellspacing="0"
+
|'''Score'''||'''Points'''||'''Control'''||'''Extract'''
+
|-Style="background-color:#afafaf"
+
|'''6'''|| -8|| -1||1
+
|-Style="background-color:#dfdfdf"
+
|'''7'''|| -6|| -1||1
+
|-Style="background-color:#afafaf"
+
|'''8'''|| -4|| -1||1
+
|-Style="background-color:#dfdfdf"
+
|'''9'''|| -1||0||2
+
|-Style="background-color:#afafaf"
+
|'''10'''||0||0||2
+
|-Style="background-color:#dfdfdf"
+
|'''11'''||1||0||2
+
|-Style="background-color:#afafaf"
+
|'''12'''||4||1||3
+
|-Style="background-color:#dfdfdf"
+
|'''13'''||6||1||3
+
|-Style="background-color:#afafaf"
+
|'''14'''||8||1||3
+
|-Style="background-color:#dfdfdf"
+
|'''15'''||12||2||4
+
|-Style="background-color:#afafaf"
+
|'''16'''||15||2||4
+
|-Style="background-color:#dfdfdf"
+
|'''17'''||18||2||4
+
|-Style="background-color:#afafaf"
+
|'''18'''||23||3||5
+
|}
+
  
 
==See Also==
 
==See Also==
 
*[[Attribute]]
 
*[[Attribute]]
*[[Mental]]
+
*[[Sense]]
 +
*[[Spirit]]
  
{{V250}}
+
{{V252}}
  
[[Category:Character Creation]]
+
[[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
©2014 Frameworks Games

This is outdated content. Update Needed!