Rank
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Revision as of 02:27, 27 October 2014 by Frameworker (Talk | contribs)
Your intimidation and leadership. Controlled by heart.
- Interrogate. You initiate a contest between your command and the suspect's perform. If you win the suspect must answer your questions truthfully. If you lose then the suspect may choose whether to answer truthfully. The loser suffers 1 wits damage.
- Order. If you have a followers, you may use a snap to control their actions completely, otherwise they will remain passive or defensive.
- Recruit. You establish your credentials as a leader. This takes an action, and a successful check against your command score. Your targets must be neutral and have the horde keyword. If you fail then targets equal to your failure margin will flee or turn against you. If you succeed then your success margin is the number of targets who join you as followers for the remainder of the encounter.
- Supervise. You direct the efforts of others. Select a project that you could perform and make a check against your command score. The success margin is the number of individuals who perform that project as though you were doing it yourself. Supervised individuals counts as 2 success margin for any project, and other contributors count as 1 success margin. If you fail you suffer any consequences normally and no individuals contribute.
- Threaten. Outside of an encounter you can attempt to force a target with no grit 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 will have a reaction penalty (-2) 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
Version 2.5.1
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