Difference between revisions of "Appearance"

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(Associated Distinctions)
 
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Your expertise with art, deception, entertainment and ritual.  
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Your physical attractiveness, and your ability to perform or keep up a facade. Appearance is an expression of your physical beauty, but also your manners and the amount of effort you actually put into how others see you. It lets you fit in or stand out, and both are crucial to surviving in courtly life. Common uses include:
*'''Dazzle.''' You make an impression. At a social setting such as a dinner or party the Referee may ask for a check against your score to see how much attention you attract. Your success margin is the number of personalities that notice you. The highest success margin is the clear star of the gathering and gains the infatuated [[reaction]] bonus (+2) for the encounter. On a tie, no one receives the bonus. On a failure you lose sway equal to your failure margin. Similarly if different people are trying to impress the same person this can be rolled as a simple contest, or a complication with sway as a consequence.
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*'''Dazzle:''' Use a project to make an impression. If you succeed denizens in the location gain an attitude bonus towards you. Only one person can win the crowd, so this is usually a contest. In formal social settings you may be required to attempt to dazzle and forced to leave if you fail.
*'''Deceive.''' When you tell a lie with any significant impact to someone you must roll a check against your skill score. If you fail you immediately incite suspicion. If you succeed you do not automatically trigger suspicion, but an opponent may contest your check with [[study]] in an attempt to catch you in a lie. If you lose, it is revealed that you lied and you lose 1 sway. If you win your lie is accepted as truth and the opponent loses 1 sway. If you are telling the truth and the contest is called then you don't lose sway if you lose.
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*'''Convince:''' When you tell a lie, or must assure someone that you are telling the truth, check against your appearance score. If you fail you incite suspicion, otherwise denizens will believe you. Something hard to believe may impose penalties. When you are [[interrogate]]d this is usually a contest against sense.
*'''Distract.''' You may use an action to distract an opponent. You check against your skill score, and the usual influence modifiers apply. If you succeed, your target gains [[interference]]. The target may contest your attempt with a [[retort]].
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*'''Distract:''' You draw attention, which may eliminate a target's [[guard]] or [[cooperate]] with another check. Most commonly used in tandem with [[combat]] or [[subterfuge]] to draw attention away from the real threat.
*'''Hinder.''' You may be questioned about an [[investigation]], and forced to give up any [[clue]]s or [[cue]]s you possess. Your questioner names the investigation and then a contest is rolled between study and your perform score. If you lose you must give any [[clue]]s for that investigation, plus tell any discovered pointers from cues. Note that you may choose to give clues or cue pointers even if you win, and that you must roll the contest even if you intend to cooperate so it isn't immediately clear whether a target is hindering the investigation or not.
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*'''Recite:''' Use a project to perform a [[ritual]] or a show. Most rituals roll as a complication and must be purchased as assets. Note that songs and dances are often common rituals that can earn currency when performed well.
*'''Recite.''' You may use a project to perform a [[ritual]] you possess or know. Most rituals are rolled as a complication against your skill score, and the target and consequences vary. You may purchase and possess rituals as items of equipment. Some abilities or mastery options may allow you to know a ritual without an item of equipment.
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*'''[[Taunt]].''' You insult or flirt with a target. This requires an action and the usual influence modifiers apply. You pick a target and check against your skill score. Your target may [[retort]] normally. If you succeed you deal your [[wit]] effects. A taunt rolls effect dice equal to your influence control. Green results deal no effect at all, blue results deal scorn, and red results deal agony.
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==Unlock Abilities==
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==Associated Distinctions==
A high score in perform is required for some abilities:
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{{Entertain}}
*[[Disguise]]
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{{Gamble}}
*[[Entertain]]
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{{Lie}}
*[[Gamble]]
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{{Seduce}}
*[[Lie]]
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{{Sensual Appeal}}
*[[Preach]]
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{{Royal Birth}}
*[[Seduce]]
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==See Also==
 
==See Also==
*[[Skill]]
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*[[Ability]]
*[[Command]]
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*[[Influence]]
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*[[Negotiate]]
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==Skill Cost==
 
{{SkillCost}}
 
  
{{V250}}
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{{V252}}
  
[[Category:Skill]]
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[[Category:Distinction]]

Latest revision as of 05:12, 28 January 2023

Your physical attractiveness, and your ability to perform or keep up a facade. Appearance is an expression of your physical beauty, but also your manners and the amount of effort you actually put into how others see you. It lets you fit in or stand out, and both are crucial to surviving in courtly life. Common uses include:

  • Dazzle: Use a project to make an impression. If you succeed denizens in the location gain an attitude bonus towards you. Only one person can win the crowd, so this is usually a contest. In formal social settings you may be required to attempt to dazzle and forced to leave if you fail.
  • Convince: When you tell a lie, or must assure someone that you are telling the truth, check against your appearance score. If you fail you incite suspicion, otherwise denizens will believe you. Something hard to believe may impose penalties. When you are interrogated this is usually a contest against sense.
  • Distract: You draw attention, which may eliminate a target's guard or cooperate with another check. Most commonly used in tandem with combat or subterfuge to draw attention away from the real threat.
  • Recite: Use a project to perform a ritual or a show. Most rituals roll as a complication and must be purchased as assets. Note that songs and dances are often common rituals that can earn currency when performed well.

Associated Distinctions

  • Entertain: You gain a bonus on dazzle and ritual checks, and you ignore the obscure penalty for knowing rare dances, songs, or tales.
  • Gamble: You gain a bonus on any check with currency at stakes. You may use subterfuge to cooperate with your own checks in games of chance, but if you gain interference you are caught cheating.
  • Lie: You gain a bonus on any check to convince and persuade.
  • Seduce: You gain a bonus on excite checks and you may invite someone to a kiss without cost.
    • Sensual Appeal: You gain a reaction bonus from individuals attracted to your gender and species, and your bonus applies to any check against someone you have kissed.
    • Royal Birth: You gain the royalty asset and may retort physical attacks with your rank.

See Also



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