Appearance
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Your expertise with art, deception, entertainment and ritual.
- 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 the infatuated 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.
- 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.
- Distract. You may use an action to distract an opponent. You check against your skill score, and the usual influence modifiers apply. If you succeed, your target gains Interference. The target may contest your attempt with a retort.
- Hinder. You may be questioned about an investigation, and forced to give up any clues or cues 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 clues 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 masteries 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.
Unlock Abilities
A high score in Perform is required for some Abilities:
See Also
Skill Cost
Version 2.5.0
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