Discipline
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(Redirected from Spirit)
Discipline reflects not only your own steady nerves, but also your ability to project assurance and command others. It is a function of your confidence, determination, and presence of mind. Discipline measures your concentration during complex tasks, including the operation of vehicles.
Discipline Checks
- Helm: During an Exchange you control the movement a vehicle from its Pilot position. Simply adjusting a vehicle’s Speed and facing doesn’t require a Check unless you don’t have the necessary Masteries. Rolls to avoid a Collision, Ram an enemy, or recover from a Tumble always require a Check.
- Intimidate: You can stare down an opponent as a Manipulation. During an Exchange it requires an Action, and Routs the target if successful. Outside of an Exchange a Bad roll causes the target to become Hostile.
- Rally: Use an Action to remove Stumped or Routed from an ally within your Command distance. Rallying counts as a Manipulation, which means an enemy could Retort you. You may attempt to Rally yourself, as long as you have an Action to try.
- Reload: Empty weapons require an Action and successful Check before they can fire again. Either the Artillery or Firearms Masteries usually apply, depending on the weapon. On a Bad roll the weapon remains Empty.
Discipline Saves
- Avoid: If you are in the Pilot Position on a vehicle you may roll a Save to avoid Collisions. If you win the Opposition you the vehicles don’t hit one another.
- Crash: When a vehicle Crashes roll a Save to help the crew survive. On a success the crew are only Down. On a Bad roll everyone aboard suffers an Injury.
- Fear: Being surprised or overwhelmed may require a Save. Some situations or opponents may be so terrifying they apply a Penalty. A Good roll avoids any effects. On Bad roll you Rout.
- Morale: After each Exchange a Routing or hurt character must Save. On a Bad roll you Rout, or surrender if you’re already Routing. On a Good roll you stop Routing if you were. Units at less than half strength must Save as well.
- Reject: When targeted by a Manipulation you may Save to simply ignore its effects.
Discipline Masteries
Many vehicles don’t require a Mastery for general operation. The Referee may impart a Penalty for unfamiliarity of a new vehicle, even if it doesn’t require a particular Mastery to operate it. Broad groups include Airplanes, Automobiles, Helicopters, Sailcraft, Spacecraft, and Walkers.
Build Points
Score | Save | Points | Label | Description |
1 | (1) | 0 | Amateur | You dabble, or try to get by on luck. |
2 | (1) | 1 | Proficient | You are trained and competent. |
3 | (2) | 2 | Expert | You are talented or extensively trained. |
4 | (2) | 3 | Master | You are an accomplished expert. |
5 | (3) | 4 | Genius | You have a rare and extraordinary gift. |
6 | (3) | 5 | Paragon | You are the greatest of all time. |
See Also
Version 3.0.0
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