Difference between revisions of "Scholarship"

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(Created page with "__NOTOC__ Your awareness, attention to detail, and accuracy over distance. *'''Aim.''' You use an action and try to hit an opponent within range. You roll your check agai...")
 
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Your awareness, attention to detail, and accuracy over distance.
 
Your awareness, attention to detail, and accuracy over distance.
 
 
*'''Aim.''' You use an action and try to hit an opponent within [[range]]. You roll your check against your study score. [[Cover]], [[range]], and [[visibility]] modifiers apply normally. Your target must be in front of your [[flank]] and may not [[overlap]] your area. The target may contest your attack with a [[block]] or a [[dodge]], but not a parry unless you are within the target's [[reach]].
 
*'''Aim.''' You use an action and try to hit an opponent within [[range]]. You roll your check against your study score. [[Cover]], [[range]], and [[visibility]] modifiers apply normally. Your target must be in front of your [[flank]] and may not [[overlap]] your area. The target may contest your attack with a [[block]] or a [[dodge]], but not a parry unless you are within the target's [[reach]].
 
*'''Analyze.''' When you cross the unknown, you may use an action and make a check against your study score. If you succeed the referee will describe relevant scores and game mechanics for the creature or phenomenon. If you fail, you may not try again without spending a project experimenting on that same target. The project also requires a check, and you suffer damage equal to any failure margin.
 
*'''Analyze.''' When you cross the unknown, you may use an action and make a check against your study score. If you succeed the referee will describe relevant scores and game mechanics for the creature or phenomenon. If you fail, you may not try again without spending a project experimenting on that same target. The project also requires a check, and you suffer damage equal to any failure margin.
 
*'''Detect.''' When a [[hidden]] opponent hits you with a [[surprise attack]] you may use your [[guard]] and check against your study score. If you succeed the hit becomes a regular attack, and you may use a [[defense]] to contest it and avoid the extra effects of a surprise attack. Note that the attacker may contest your attempt to detect the attack.
 
*'''Detect.''' When a [[hidden]] opponent hits you with a [[surprise attack]] you may use your [[guard]] and check against your study score. If you succeed the hit becomes a regular attack, and you may use a [[defense]] to contest it and avoid the extra effects of a surprise attack. Note that the attacker may contest your attempt to detect the attack.
 
*'''Look.''' You use a [[snap]] and target a decoy. [[Range]], [[cover]], and [[visibility]] all apply normally. If you succeed the decoy is eliminated. Note that the decoy's owner may contest your attempt to look. If the decoy is behind your [[flank]] or out of line of sight then this becomes '''listen''' instead of '''look''', and suffers a penalty (-2). The referee may ask you to make a check and reveal details based on your success margin. During an encounter you may use the snap to retry that check and potentially learn more.
 
*'''Look.''' You use a [[snap]] and target a decoy. [[Range]], [[cover]], and [[visibility]] all apply normally. If you succeed the decoy is eliminated. Note that the decoy's owner may contest your attempt to look. If the decoy is behind your [[flank]] or out of line of sight then this becomes '''listen''' instead of '''look''', and suffers a penalty (-2). The referee may ask you to make a check and reveal details based on your success margin. During an encounter you may use the snap to retry that check and potentially learn more.
 
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*'''Search.''' When you search for [[clue]]s you find any present without a check. If a clue is inaccessible you still learn that a clue may be there, and possible hiding places. Once you find a clue or cue you may roll against your study score. If you succeed you gain the description and either the pointer or whether the clue is a fraud. If you fail you gain the description but not the pointer or whether it is a fraud. Once the attempt is made, it requires a project for you or anyone else to try the check again.
*'''Search.''' When you use the [[Detect Action]], whether you succeed or fail you gain the number of [[Clue]]s present in the Segment. If you succeed you gain the location of all accessible clues in the segment, plus the description and Pointer for any [[Cue]]s in the Segment. Inaccessible clues are clues that are inside storage, in portions of the Segment which are physically inaccessible (such as locked rooms or safes), or are a possession of an individual. You use other actions to move to and pick up clues. You may use the [[Detect Project]] to examine any clue you possess. If you succeed you may choose whether to discover the Pointer, or discover whether the clue is a Fraud. If you fail a normal clue becomes Subtle, or a Subtle clue becomes Obscure. There is no additional effect for failing against an Obscure clue.
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*'''Suppress.''' You need a [[range]] weapon to attempt a suppress, and the check is identical to an aim attack. However in place of effects you instead contest the target's attempts to aim. You must have a valid attack line to suppress a target, but you do not suffer [[cover]], [[range]], or [[visibility]] modifiers.
 
*'''Suppress.''' You need a [[range]] weapon to attempt a suppress, and the check is identical to an aim attack. However in place of effects you instead contest the target's attempts to aim. You must have a valid attack line to suppress a target, but you do not suffer [[cover]], [[range]], or [[visibility]] modifiers.
 
*'''Watch.''' When [[rest]]ing a [[band]] may set a watch. If the watch is split between more than one person you count as rested, but you do not eliminate any states or gain any other benefits for a rest. Check against your study score. If you succeed your zone counts as secure. If you fail you are still on watch but your zone is not secured. If [[hidden]] opponents arrive in your zone you don't gain actions until at least one opponent is detected. Anyone not on watch suffers a penalty (-2) to the [[reason]] check to set [[reflex]] for the encounter.
 
*'''Watch.''' When [[rest]]ing a [[band]] may set a watch. If the watch is split between more than one person you count as rested, but you do not eliminate any states or gain any other benefits for a rest. Check against your study score. If you succeed your zone counts as secure. If you fail you are still on watch but your zone is not secured. If [[hidden]] opponents arrive in your zone you don't gain actions until at least one opponent is detected. Anyone not on watch suffers a penalty (-2) to the [[reason]] check to set [[reflex]] for the encounter.

Revision as of 07:14, 30 March 2014

Your awareness, attention to detail, and accuracy over distance.

  • Aim. You use an action and try to hit an opponent within range. You roll your check against your study score. Cover, range, and visibility modifiers apply normally. Your target must be in front of your flank and may not overlap your area. The target may contest your attack with a block or a dodge, but not a parry unless you are within the target's reach.
  • Analyze. When you cross the unknown, you may use an action and make a check against your study score. If you succeed the referee will describe relevant scores and game mechanics for the creature or phenomenon. If you fail, you may not try again without spending a project experimenting on that same target. The project also requires a check, and you suffer damage equal to any failure margin.
  • Detect. When a hidden opponent hits you with a surprise attack you may use your guard and check against your study score. If you succeed the hit becomes a regular attack, and you may use a defense to contest it and avoid the extra effects of a surprise attack. Note that the attacker may contest your attempt to detect the attack.
  • Look. You use a snap and target a decoy. Range, cover, and visibility all apply normally. If you succeed the decoy is eliminated. Note that the decoy's owner may contest your attempt to look. If the decoy is behind your flank or out of line of sight then this becomes listen instead of look, and suffers a penalty (-2). The referee may ask you to make a check and reveal details based on your success margin. During an encounter you may use the snap to retry that check and potentially learn more.
  • Search. When you search for clues you find any present without a check. If a clue is inaccessible you still learn that a clue may be there, and possible hiding places. Once you find a clue or cue you may roll against your study score. If you succeed you gain the description and either the pointer or whether the clue is a fraud. If you fail you gain the description but not the pointer or whether it is a fraud. Once the attempt is made, it requires a project for you or anyone else to try the check again.
  • Suppress. You need a range weapon to attempt a suppress, and the check is identical to an aim attack. However in place of effects you instead contest the target's attempts to aim. You must have a valid attack line to suppress a target, but you do not suffer cover, range, or visibility modifiers.
  • Watch. When resting a band may set a watch. If the watch is split between more than one person you count as rested, but you do not eliminate any states or gain any other benefits for a rest. Check against your study score. If you succeed your zone counts as secure. If you fail you are still on watch but your zone is not secured. If hidden opponents arrive in your zone you don't gain actions until at least one opponent is detected. Anyone not on watch suffers a penalty (-2) to the reason check to set reflex for the encounter.

Unlock Abilities

A high score in detect is required for some Abilities:

See Also

Skill Cost

Template:SkillCost


Version 2.5.0
©2014 Frameworks Games

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