Difference between revisions of "Appearance"

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Your expertise with art, deception, entertainment and ritual.  
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Your expertise with art and deception. Controlled by [[heart]].  
*'''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 a [[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.''' You make an impression. In a social setting 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 in a positive way. The highest success margin is the clear star of the gathering and gains a [[reaction]] bonus (+2) for the encounter. On a tie, no one receives the bonus. On a failure remain unnoticed. If different individuals are trying to impress the same person this can be rolled as a simple contest, or a complication with grit damage as a consequence.
*'''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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*'''Deceive.''' When you tell a lie with any significance you must roll a check against your perform score. If you fail you immediately incite suspicion. If you succeed you do not trigger suspicion. Opponents may use command to interrogate you, and you contest such attempts with your deceive.
 
*'''Distract.''' You may use a snap check against your perform score as a social attack. If you succeed your target gains [[interference]].
 
*'''Distract.''' You may use a snap check against your perform score as a social attack. If you succeed your target gains [[interference]].
*'''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.
 
 
*'''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.
 
*'''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.
*'''[[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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*'''[[Taunt]].''' You insult or flirt with a target at [[short]] range. This requires an action and is a [[social]] attack using your perform score. If you succeed you deal your [[taunt]] effects. A taunt rolls 1dE plus effect dice equal to your sense control. Green results confuse (eliminating denizens from your target's intent or possibly adding [[interference]]), blue results deal grit damage, and red results deal wits damage.
  
 
==Unlock Abilities==
 
==Unlock Abilities==
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*[[Skill]]
 
*[[Skill]]
 
*[[Command]]
 
*[[Command]]
*[[Intensity]]
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*[[Heart]]
 
*[[Negotiate]]
 
*[[Negotiate]]
  
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{{SkillCost}}
 
{{SkillCost}}
  
{{V250}}
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{{V251}}
  
 
[[Category:Skill]]
 
[[Category:Skill]]

Revision as of 03:05, 27 October 2014

Your expertise with art and deception. Controlled by heart.

  • Dazzle. You make an impression. In a social setting 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 in a positive way. The highest success margin is the clear star of the gathering and gains a reaction bonus (+2) for the encounter. On a tie, no one receives the bonus. On a failure remain unnoticed. If different individuals are trying to impress the same person this can be rolled as a simple contest, or a complication with grit damage as a consequence.
  • Deceive. When you tell a lie with any significance you must roll a check against your perform score. If you fail you immediately incite suspicion. If you succeed you do not trigger suspicion. Opponents may use command to interrogate you, and you contest such attempts with your deceive.
  • Distract. You may use a snap check against your perform score as a social attack. If you succeed your target gains interference.
  • 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.
  • Taunt. You insult or flirt with a target at short range. This requires an action and is a social attack using your perform score. If you succeed you deal your taunt effects. A taunt rolls 1dE plus effect dice equal to your sense control. Green results confuse (eliminating denizens from your target's intent or possibly adding interference), blue results deal grit damage, and red results deal wits damage.

Unlock Abilities

A high score in perform is required for some abilities:

See Also

Skill Cost

Template:SkillCost


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