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Tutorial #2: Falter

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Falter is a special effect that causes your character to waste Action Points. Falter is displayed as either the word Falter or a capital F followed by a colon and a number. The number is how many Action Points will be wasted Faltering.

When a character is Faltering, the next time they have an Activation, they will not be able to use Action Points for any other purpose than Faltering until all Falter is removed. Reduce the Falter number by 1 for each Action Point wasted until either there is no more Falter, or the character is out of Action Points for their current Activation.

Ministering Spirits have an ability called Resolute Stability that reduces any Falter incurred by 1 each time Falter is applied. So, if something would cause a total of 4 Falter (F:4), then Resolute Stability would reduce the amount gained from F:6 to F:5.

Falter cannot exceed F:7. Any additional Falter that would be gained, would instead be translated into Wear. The Faltering character takes 3 Wear to Resolve (WearR) and 3 Wear to Passion (WearP) for each Falter translated into Wear. We will explain Wear in a later tutorial. If the character is immobile for whatever reason, all current Falter and any new Falter are immediately translated to WearR and WearP. 

It is possible to suffer a different effect expressed as Falter:1 Cycle. Falter:1 Cycle causes the character to waste all Action Points in each Activation for an entire Cycle. Falter:1 Cycle will cause any standard Falter to be immediately translated into Wear. 

Multiple instances of Falter:1 Cycle do not compound. Instead the 1 Cycle duration is extended until 1 full Cycle after the most recent Falter:1 Cycle was inflicted.

This concludes Tutorial #2: Falter. In the next Tutorial we will cover the “how”s and “why”s of Action Point distribution. This is optional knowledge for players. If you are not interested in this information, feel free to skip Tutorial #3 and proceed to Tutorial #4: Ranges.