Difference between revisions of "Rank"

From AF wiki
Jump to: navigation, search
Line 1: Line 1:
 
__NOTOC__
 
__NOTOC__
 
Your expertise at taking charge of people and situations.  
 
Your expertise at taking charge of people and situations.  
 
+
*'''Belay.''' You may use your own defense or guard to retort an influence attack on a follower within areas up to your own sway. This retort uses your command skill score. This may also be used to cause a follower within range to take no action at all, if for some reason the follower is not controlled by you.
*Order. Once you have a [[Company]], you use this snap and make a Command check to control their turns. If the check succeeds you take all your [[Follower]]'s Turns in any order your choose. Your followers may [[Cooperate]] on checks automatically. If you fail the check or choose not to use the Snap you still control your follower's actions, but they must all perform the same action; attack the same target, move the same direction, and so on. Any follower that can not perform that single action does nothing. Normally a [[Shaken]] follower would be controlled by the Referee, but if under the influence of a Command Snap that follower still obeys orders.
+
*'''Order.''' If you have a [[follower]]s, you may use a snap and make a check against your Command skill score to control their turns. Whether the check succeeds or fails, the followers act on your turn in the order you desire. If you succeed you control their actions completely. If you fail you control any followers without markers, but any followers with markers are controlled by the [[referee]], and will flee for cover or attempt to defend as appropriate.
 
+
*'''Recruit.''' You establish your credentials as a leader. This takes an action, and a successful check against your Command skill score. Your targets must be neutral, without sway, within areas up to your own sway. The usual influence modifiers apply. If you fail, targets equal to your failure margin will flee or turn against you, no longer counting as neutral. If you succeed, your success margin is the number of targets who join you as followers.
*Recruit. You use an [[Action]] and make a [[Command]] check to force targets to join your [[Company]]. You target a Personality or a group of identical horde or audience within your [[Influence]] range to recruit. Your targets may not have Influence. This is a [[Social]] attack, so [[Reaction]], [[Range]], and [[Language]] apply. Personalities (individuals with statistics) will always attempt to [[Retort]]. If you succeed the targets become [[Follower]]s and join your [[Company]].
+
*'''Supervise.''' You direct the efforts of others. Select a project that you could perform and make a check against your command skill score. The success margin is the number of followers who perform that project as though you were doing it yourself. A success with 0 margin means you perform the project yourself at least. On a failure you don't get to attempt the project either. If the project required a check, you make the check and all supervised followers perform the same.
 
+
*'''Threaten.''' Outside of an encounter you can attempt to force a target with no sway to do your bidding. You roll against your command skill score. If the task you assign is dangerous there is a Penalty (-2) on the check. Whether you succeed or fail the target gains the [[grudge]] modifier against you. If you fail the target refuses. If you succeed target will do as you ask. Complex tasks may require success margin for each component.
*Supervise. You direct the efforts of others. Select an activity for your [[Company]] to perform. If your [[Command]] check succeeds you may grant your [[Company]] a Trace version of one Ability you possess. You roll a check for the activity selected, but you don't actually perform it. Instead, your success margin becomes the maximum success margin for each check in your Company when using the granted Ability.
+
 
+
*Threaten.
+
 
+
 
+
  
 
==Unlock Abilities==
 
==Unlock Abilities==

Revision as of 22:28, 6 April 2014

Your expertise at taking charge of people and situations.

  • Belay. You may use your own defense or guard to retort an influence attack on a follower within areas up to your own sway. This retort uses your command skill score. This may also be used to cause a follower within range to take no action at all, if for some reason the follower is not controlled by you.
  • Order. If you have a followers, you may use a snap and make a check against your Command skill score to control their turns. Whether the check succeeds or fails, the followers act on your turn in the order you desire. If you succeed you control their actions completely. If you fail you control any followers without markers, but any followers with markers are controlled by the referee, and will flee for cover or attempt to defend as appropriate.
  • Recruit. You establish your credentials as a leader. This takes an action, and a successful check against your Command skill score. Your targets must be neutral, without sway, within areas up to your own sway. The usual influence modifiers apply. If you fail, targets equal to your failure margin will flee or turn against you, no longer counting as neutral. If you succeed, your success margin is the number of targets who join you as followers.
  • Supervise. You direct the efforts of others. Select a project that you could perform and make a check against your command skill score. The success margin is the number of followers who perform that project as though you were doing it yourself. A success with 0 margin means you perform the project yourself at least. On a failure you don't get to attempt the project either. If the project required a check, you make the check and all supervised followers perform the same.
  • Threaten. Outside of an encounter you can attempt to force a target with no sway to do your bidding. You roll against your command skill score. If the task you assign is dangerous there is a Penalty (-2) on the check. Whether you succeed or fail the target gains the grudge modifier against you. If you fail the target refuses. If you succeed target will do as you ask. Complex tasks may require success margin for each component.

Unlock Abilities

A high score in Command is required for some abilities:

See Also

Skill Cost

Template:SkillCost


Version 2.5.0
©2014 Frameworks Games

This is outdated content. Update Needed!