Difference between revisions of "Sense"

From AF wiki
Jump to: navigation, search
(Created page with "__NOTOC__ Your mental attribute indicates your reason, experience, will, and the overall development of your mind. ==Cultivation== Cultivation allows you to broaden your conc...")
 
Line 1: Line 1:
 
__NOTOC__
 
__NOTOC__
Your mental attribute indicates your reason, experience, will, and the overall development of your mind.
+
Your reason attribute indicates your intellect, will, and the overall development of your mind.
  
 
==Cultivation==
 
==Cultivation==
Line 7: Line 7:
 
==Fear==
 
==Fear==
 
{{Main|Fear}}
 
{{Main|Fear}}
Some circumstances force you to make a [[fear]] check. Roll against your intellect score. If you succeed there is no effect. If you fail you are [[Stunned]] and gain a [[Resolve]] marker, regardless of whether you have grit or not.
+
Some circumstances force you to make a [[fear]] check. Roll against your reason score. If you succeed there is no effect. If you fail you are [[Stunned]] and gain a [[Resolve]] marker, regardless of whether you have grit or not.
 
+
==Focus==
+
{{Main|Focus}}
+
Focus is a representation of your discipline and concentration, and it allows you to do extraordinary things. You have focus equal to your intellect control. Once each round you may spend focus before you roll a check and that check automatically triumphs. Abilities may add new uses for focus. You recover one focus each time you achieve a goal.
+
 
+
 
+
 
+
==Resolve==
+
{{Main|Resolve}}
+
When you suffer grief that isn't absorbed your your own grit bubbles (see Grit above) you must roll a [[resolve]] check against your intellect score. If the check fails, you'll gain a Resolve marker. If the attack deals more than one grief, your success margin must beat the number of extra grief to avoid the marker. Every 10 grief automatically causes a marker, and then you check for any remaining grief normally.
+
 
+
'''''Example:''' Pounded Pete has an intellect score of 12, and 12 Grit. He is struck by 15 grief. First, his 12 grit bubbles are eliminated, leaving 3 grief. He must make a resolve 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 Resolve marker. Pete is hit again for another 15 grief. With no grit bubbles left to absorb any, he suffers it all. The first 10 automatically cause a Resolve marker. That leaves 5 grief left, so Pete is rolling against his usual 12- target, but he needs a success margin of 4 or higher to avoid a second Resolve marker.''
+
 
+
  
 
==Grit==
 
==Grit==
Line 41: Line 28:
 
|}
 
|}
  
 +
==Knowledge==
 +
{{Main|Knowledge}}
 +
Any knowledge that you the player have, your character also has, or at least has instincts that amount to the same thing. However the character may know something about the Game World that you don't. When you first encounter something you may ask for a check against your reason to see if you have encountered or read about something like it before. If the check succeeds the [[Referee]] may fill you in on background information, related legends, or even game statistics that your character has learned. The [[language]]s you know impact your cultural background, and so affect what knowledge may be considered common, obscure, or simply unknown to you. [[Obscure]] knowledge gives a Penalty (-2) to this check. If you fail, you may not check on the same topic again without using a project for research. You may also ask for a knowledge check to remember a name or fact that your character has encountered but you have forgotten.
  
 +
==Reflex==
 +
{{Main|Reflex}}
 +
In any encounter, each participant gets a [[turn]]. The order which you take your turn is called your [[reflex]]. All participants check against their reason score. The highest success margin goes first, and the largest failure margin goes last. For a tie, the higher reason score goes first, or roll a new contest if the scores are the same. Once established, this reflex order remains for the rest of the encounter. You can't change your reflex once it is set, but you may [[hesitate]] to act later.
  
==Influence==
+
==Resolve==
{{Main|Influence}}
+
{{Main|Resolve}}
Influence is your ability to coerce others, and resist coercion yourself. Your starting [[Influence]] is equal to your [[Experience]] Extract. Having Influence at all marks you as special, and you are a Personality in any [[Dispute]] rather than Audience. The more Influence you have, the more you are respected. The individual with the highest Influence is usually either the leader or the largest threat to the leader. Certain abilities add benefits to [[Follower]]s in your [[Company]] so long as they are within range of your Influence. In an Encounter, your current Influence is the number of Areas away the benefit reaches. Note that if your Influence is 0 it still affects adjacent Areas. Opponents may use the [[Perform Action]] to [[Slander]] you and undermine your Influence, unless you [[Retort]]. Each time you gain a Resolve marker you also lose one Influence. If you gain the [[Dishonored]] state you lose all Influence. When you achieve Goals, you recover lost Influence equal to the AP value of the goal. When you gain Fame any lost Influence is immediately recovered.
+
When you suffer grief that isn't absorbed your your own grit bubbles (see Grit above) you must roll a [[resolve]] check against your intellect score. If the check fails, you'll gain a Resolve marker. If the attack deals more than one grief, your success margin must beat the number of extra grief to avoid the marker. Every 10 grief automatically causes a marker, and then you check for any remaining grief normally.
  
==Languages==
+
'''''Example:''' Pounded Pete has an intellect score of 12, and 12 Grit. He is struck by 15 grief. First, his 12 grit bubbles are eliminated, leaving 3 grief. He must make a resolve 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 Resolve marker. Pete is hit again for another 15 grief. With no grit bubbles left to absorb any, he suffers it all. The first 10 automatically cause a Resolve marker. That leaves 5 grief left, so Pete is rolling against his usual 12- target, but he needs a success margin of 4 or higher to avoid a second Resolve marker.''
{{Main|Languages}}
+
Your intellect control is the number of [[Languages]] you can learn. You can leave languages unassigned, which allows you to learn new languages during the game. You add a [[tension]] Penalty (-2) on [[mental]] checks against a target who does not share a language with you. The Languages you know also reflect your cultural background, and affect what knowledge is common, [[obscure]], or simply unknown to you. Languages are listed for each Game World. You may learn a language by dedicating a full [[respite]] to it and making a successful intellect check.
+
  
==Mental Skills==
+
==Reason Skills==
 
{{Main|Skill}}
 
{{Main|Skill}}
Your mental attribute control is used to determine the default score for all your mental [[skill]]s: [[Command]], [[Detect]], [[Explore]], [[Invent]], [[Negotiate]], and [[Perform]]. The starting score is 5, plus your control. You may spend points to increase specific skills. If your Control improves, all mental skill scores likewise increase.
+
Your mental attribute control is used to determine the default score for all your mental [[skill]]s: [[Detect]], [[??]], and [[Study]]. The starting score is 5, plus your control. You may spend points to increase specific skills. If your reason control improves, all mental skill scores likewise increase.
  
 
{|Border="0" cellpadding="5" cellspacing="0"
 
{|Border="0" cellpadding="5" cellspacing="0"
 
|'''Skill'''||'''Description'''
 
|'''Skill'''||'''Description'''
|-
 
|[[Command]]||Ranged attacks and precision.
 
 
|-
 
|-
 
|[[Detect]]||Melee attacks and defenses.
 
|[[Detect]]||Melee attacks and defenses.
 
|-
 
|-
|[[Explore]]||Running, jumping, and tumbling.  
+
|[[??]]||Running, jumping, and tumbling.  
 
|-
 
|-
|[[Invent]]||Controlling devices and vehicles.
+
|[[Study]]||Controlling devices and vehicles.
|-
+
|[[Negotiate]]||Healing, crafting, and fixing.
+
|-
+
|[[Perform]]||Avoiding detection.
+
 
|}
 
|}
 
 
 
==Knowledge==
 
{{Main|Knowledge}}
 
Any knowledge that you the player have, your character also knows automatically (or at least has instincts that amount to the same thing). However the character may know something about the Game World that you don't! When you first encounter something you may ask for a check against [[Experience]] to see if you have encountered something like it before. If the check succeeds the [[Referee]] may fill you in on background information, related legends, or even game statistics that your character has learned. The [[Languages]] you know impact your cultural background, and thus affect what knowledge may be considered common, obscure, or simply unknown to you. [[Obscure]] topics give a Penalty (-2) to this check. If you fail, you may not check on the same topic again, and must use [[Research]] to learn more.
 
 
 
==Research==
 
{{Main|Research}}
 
[[Research]] is similar to a [[Memory]] check, but instead of recalling information you already have, you are investigating information from new sources. It requires a [[Project]] to attempt research, and a location with the [[Library]] keyword. The information the [[Referee]] provides on a successful check against your [[Reason]] score is limited to what is available from your research materials. The more appropriate the materials, the more likely your check will produce results. If the materials have nothing relevant a successful check reveals this as well. You may retry research, but once you have achieved success you won't gain any new knowledge unless the materials are updated or you try a different [[Library]]. The [[Obscure]] Penalty (-2) applies to [[Research]] topics as well as [[Memory]].
 
 
==Memory==
 
{{Main|Memory}}
 
Any detail that you the player have, or have written down, your character automatically remembers. If you can't remember but know it came up during a game session (or it has been otherwise established as something your character knew) then you may ask for a check against [[Reason]]. If the check succeeds the Referee will tell you the relevant information, or proceeds as though the character has and acts on the relevant information, or just states that the information is recalled but not really relevant. If no players or the Referee remember, the Referee is free to improvise new information and provide it as though that's what it was all along. Some information may be  [[Obscure]], and give a Penalty (-2) to this check. If you fail, you may not check on the same topic again, and must use [[Research]] to learn more.
 
 
 
 
  
 
==Attribute Point Cost==
 
==Attribute Point Cost==
Line 122: Line 89:
 
==See Also==
 
==See Also==
 
*[[Attribute]]
 
*[[Attribute]]
*[[Physical]]
+
*[[Influence]]
*[[Social]]
+
*[[Precision]]
 +
*[[Strength]]
  
 
{{V250}}
 
{{V250}}
  
 
[[Category:Character Creation]]
 
[[Category:Character Creation]]

Revision as of 20:31, 26 March 2014

Your reason attribute indicates your intellect, will, and the overall development of your mind.

Cultivation

Cultivation allows you to broaden your concept's offers. You can add a Tag or increase a tag to a prime a number of times equal to your intellect control. Note that you can take any ability up to Level 1 or improve any Skill up to +3, but only cultivation or your concept allows you to improve beyond that.

Fear

Main article: Fear

Some circumstances force you to make a fear check. Roll against your reason score. If you succeed there is no effect. If you fail you are Stunned and gain a Resolve marker, regardless of whether you have grit or not.

Grit

Main article: Grit

You have grit equal to your intellect score. Every grief result you take eliminates one of your grit. Excess grief causes a resolve check.

Condition -2 Out
Grit (Resolve)
Pad 0
10dots.gif 1dot.gif 1dot.gif 1dot.gif

Knowledge

Main article: Knowledge

Any knowledge that you the player have, your character also has, or at least has instincts that amount to the same thing. However the character may know something about the Game World that you don't. When you first encounter something you may ask for a check against your reason to see if you have encountered or read about something like it before. If the check succeeds the Referee may fill you in on background information, related legends, or even game statistics that your character has learned. The languages you know impact your cultural background, and so affect what knowledge may be considered common, obscure, or simply unknown to you. Obscure knowledge gives a Penalty (-2) to this check. If you fail, you may not check on the same topic again without using a project for research. You may also ask for a knowledge check to remember a name or fact that your character has encountered but you have forgotten.

Reflex

Main article: Reflex

In any encounter, each participant gets a turn. The order which you take your turn is called your reflex. All participants check against their reason score. The highest success margin goes first, and the largest failure margin goes last. For a tie, the higher reason score goes first, or roll a new contest if the scores are the same. Once established, this reflex order remains for the rest of the encounter. You can't change your reflex once it is set, but you may hesitate to act later.

Resolve

Main article: Resolve

When you suffer grief that isn't absorbed your your own grit bubbles (see Grit above) you must roll a resolve check against your intellect score. If the check fails, you'll gain a Resolve marker. If the attack deals more than one grief, your success margin must beat the number of extra grief to avoid the marker. Every 10 grief automatically causes a marker, and then you check for any remaining grief normally.

Example: Pounded Pete has an intellect score of 12, and 12 Grit. He is struck by 15 grief. First, his 12 grit bubbles are eliminated, leaving 3 grief. He must make a resolve 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 Resolve marker. Pete is hit again for another 15 grief. With no grit bubbles left to absorb any, he suffers it all. The first 10 automatically cause a Resolve marker. That leaves 5 grief left, so Pete is rolling against his usual 12- target, but he needs a success margin of 4 or higher to avoid a second Resolve marker.

Reason Skills

Main article: Skill

Your mental attribute control is used to determine the default score for all your mental skills: Detect, ??, and Study. The starting score is 5, plus your control. You may spend points to increase specific skills. If your reason control improves, all mental skill scores likewise increase.

Skill Description
Detect Melee attacks and defenses.
?? Running, jumping, and tumbling.
Study Controlling devices and vehicles.

Attribute Point Cost

Score Points Control Base Skill
6 -8 1 6-
7 -6 1 6-
8 -4 1 6-
9 -1 2 7-
10 0 2 7-
11 1 2 7-
12 4 3 8-
13 6 3 8-
14 8 3 8-
15 12 4 9-
16 15 4 9-
17 18 4 9-
18 23 5 10-

See Also


Version 2.5.0
©2014 Frameworks Games

This is outdated content. Update Needed!