Difference between revisions of "Discipline"

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Your influence attribute indicates your charisma, personality, and the overall development of your allure.
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Your influence attribute indicates your charisma, personality, and overall allure.
 
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*'''Court:''' When you invite or are invited into an [[embrace]] you must succeed in a check against your influence score. Each time you fail such a check you suffer 1 scorn (lose 1 sway).
==Impress==
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*'''Impress:''' When someone meets you for the first time you may be asked to check against your influence score. If you succeed you make a favorable first impression and are remembered, so you may start gaining reaction bonuses. If you fail your reputation or presence isn't enough to warrant notice, and you do not gain any reaction bonuses you might normally expect.
When someone meets you for the first time you may be asked to check against your influence score. If you succeed you make a favorable first impression and are remembered, so you may start gaining reaction bonuses. If you fail your reputation or presence isn't enough to warrant notice, and you do not gain any reaction bonuses you might normally expect.
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*'''Insight:''' Insight is a special form of [[retort]] used against lies and [[perjury]]. You may use a [[Guard]] against a [[perform]] social attack against you. You roll your defense check with your influence score. If you win you retort the attack normally, plus you reveal the lie which can have consequences for the attacker (usually the loss of sway or gaining infamy).
 
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*'''[[Language]]s:''' Your influence control is the number of [[language]]s you can learn. You can leave languages unassigned, which allows you to learn new languages during the game. You suffer a penalty (-2) on any influence or influence skill checks against a target who does not share a language with you. The languages you know also reflect your cultural background, and affect what knowledge is common, [[obscure]], or simply unknown to you. You may learn a language by using a full [[respite]].
==Influence Skills==
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*'''[[Skill]]s:''' Your influence control is used to determine the default score for all your influence [[skill]]s: [[Command]], [[Negotiate]], and [[Perform]]. The starting score is 5 plus your control. You may spend points to increase specific skills. If your control improves, all influence skill scores likewise increase. [[Modifier]]s for influence count towards all influence skills as well.
{{Main|Skill}}
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**'''[[Command]]:''' Intimidation and leadership.
Your influence control is used to determine the default score for all your influence [[skill]]s: [[Command]], [[Negotiate]], and [[Perform]]. The starting score is 5, plus your control. You may spend points to increase specific skills. If your control improves, all influence skill scores likewise increase. [[Modifier]]s for influence count towards all influence skills as well.
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**'''[[Negotiate]]:''' Diplomacy and trade.
 
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**'''[[Perform]]:''' Art and deception.
{|Border="0" cellpadding="5" cellspacing="0"
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|'''Skill'''||'''Description'''
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|-
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|[[Command]]||Intimidation and leadership.
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|-
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|[[Negotiate]]||Diplomacy and trade.
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|-
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|[[Perform]]||Art and deception.
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|}
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==Insight==
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{{Main|Insight}}
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Insight is a special form of [[retort]]. You may use a [[Guard]] against any attack that targets you. You roll your defense using your influence against the attacker's check. Range, language, and other penalties apply to your check. If you win the attack is stopped before it happens, no ammunition is used and no other targets are affected.
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==Language==
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{{Main|Language}}
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Your influence control is the number of [[language]]s you can learn. You can leave languages unassigned, which allows you to learn new languages during the game. You add a [[tension]] Penalty (-2) on any influence or influence skill checks against a target who does not share a language with you. The languages you know also reflect your cultural background, and affect what knowledge is common, [[obscure]], or simply unknown to you. You may learn a language by dedicating a full [[respite]] to it and making a successful influence check.
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==Sway==
 
==Sway==
{{Main|Sway}}
 
 
You have sway equal to your influence score. Every scorn result you take eliminates one of your sway. Excess scorn causes a [[trouble]] check. Having sway at all marks you as a personality in any [[dispute]]. Your social rank is equal to your current sway. If you have the highest sway you are either the leader or the largest threat to the current leader. Certain abilities add benefits to [[follower]]s within range equal to your sway. Note that if your sway has been reduced to 0 it still affects adjacent Areas. Some circumstances or abilities require that you have more sway than your target.
 
You have sway equal to your influence score. Every scorn result you take eliminates one of your sway. Excess scorn causes a [[trouble]] check. Having sway at all marks you as a personality in any [[dispute]]. Your social rank is equal to your current sway. If you have the highest sway you are either the leader or the largest threat to the current leader. Certain abilities add benefits to [[follower]]s within range equal to your sway. Note that if your sway has been reduced to 0 it still affects adjacent Areas. Some circumstances or abilities require that you have more sway than your target.
  
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==Trouble==
 
==Trouble==
{{Main|Trouble}}
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When you suffer scorn that isn't absorbed by your sway you must roll a [[trouble]] check against your influence score. If the check fails, you'll gain a Trouble marker. Your success margin must equal or beat the amount of scorn. Every 10 scorn automatically causes a marker, and then you check for any remaining scorn normally. Note that suffering exactly 0 scorn (say from an attack that dealt scorn, but your last sway absorbed it) still requires a check.
When you suffer insult that isn't absorbed by your own sway bubbles (see Sway above) you must roll a [[trouble]] check against your influence score. If the check fails, you'll gain a Trouble marker. If the attack deals more than one insult, your success margin must equal or beat the number of extra insult to avoid the marker. Every 10 insult automatically causes a marker, and then you check for any remaining insult normally.
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'''''Example:''' Pounded Pete has an influence score of 12, and 12 sway. He is struck by 15 insult. First, his 12 sway bubbles are eliminated, leaving 3 insult. He must make a trouble check with a target of 12, but he needs a success margin of 2 or more. Pete rolls a 10 and barely succeeds, avoiding a Trouble marker. Pete is hit again for another 15 insult. With no sway bubbles left to absorb any, he suffers it all. The first 10 automatically cause a Trouble marker. That leaves 5 insult left, so Pete is rolling against his usual 12- target, but he needs a success margin of 4 or higher to avoid a second Trouble marker.''
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'''''Example:''' Pounded Pete has an influence score of 12, and 12 sway. He is struck by 15 scorn. First, his 12 sway bubbles are eliminated, leaving 3 scorn. He must make a trouble check with a target of 12, but he needs a success margin of 3 or more. Pete rolls a 9 and barely succeeds, avoiding a Trouble marker. Pete is hit again for another 15 scorn. With no sway bubbles left to absorb any, he suffers it all. The first 10 automatically cause a Trouble marker. That leaves 5 insult left, so Pete is rolling against his usual 12- target, but he needs a 7 or less to get the 5 margin to avoid a second Trouble marker.''
  
 
==Wit==
 
==Wit==
{{Main|Wit}}
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Your wit is the number of effect dice you roll when dealing social damage. The most common form of this is a [[taunt]], which attacks using the [[perform]] skill. Your wit could represent insults and slander, but also flattery or misdirection. Wit rolls effect dice equal to your influence control. Green results deal [[doubt]], blue results deal [[scorn]], and red results deal [[agony]].
Influence attacks use the [[Perform]] skill against a target within [[close]] range. If you are attacking with words you use your taunt effect, regardless of whether you are insulting, slandering, flattering, misdirecting, or so on. 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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{{Attacktop}}
 
{{Attacktop}}

Revision as of 00:32, 10 August 2014

Your influence attribute indicates your charisma, personality, and overall allure.

  • Court: When you invite or are invited into an embrace you must succeed in a check against your influence score. Each time you fail such a check you suffer 1 scorn (lose 1 sway).
  • Impress: When someone meets you for the first time you may be asked to check against your influence score. If you succeed you make a favorable first impression and are remembered, so you may start gaining reaction bonuses. If you fail your reputation or presence isn't enough to warrant notice, and you do not gain any reaction bonuses you might normally expect.
  • Insight: Insight is a special form of retort used against lies and perjury. You may use a Guard against a perform social attack against you. You roll your defense check with your influence score. If you win you retort the attack normally, plus you reveal the lie which can have consequences for the attacker (usually the loss of sway or gaining infamy).
  • Languages: Your influence control is the number of languages you can learn. You can leave languages unassigned, which allows you to learn new languages during the game. You suffer a penalty (-2) on any influence or influence skill checks against a target who does not share a language with you. The languages you know also reflect your cultural background, and affect what knowledge is common, obscure, or simply unknown to you. You may learn a language by using a full respite.
  • Skills: Your influence control is used to determine the default score for all your influence skills: Command, Negotiate, and Perform. The starting score is 5 plus your control. You may spend points to increase specific skills. If your control improves, all influence skill scores likewise increase. Modifiers for influence count towards all influence skills as well.

Sway

You have sway equal to your influence score. Every scorn result you take eliminates one of your sway. Excess scorn causes a trouble check. Having sway at all marks you as a personality in any dispute. Your social rank is equal to your current sway. If you have the highest sway you are either the leader or the largest threat to the current leader. Certain abilities add benefits to followers within range equal to your sway. Note that if your sway has been reduced to 0 it still affects adjacent Areas. Some circumstances or abilities require that you have more sway than your target.

Condition -2 Out
Sway (Poise 0) 10dots.gif 1dot.gif 1dot.gif 1dot.gif

Trouble

When you suffer scorn that isn't absorbed by your sway you must roll a trouble check against your influence score. If the check fails, you'll gain a Trouble marker. Your success margin must equal or beat the amount of scorn. Every 10 scorn automatically causes a marker, and then you check for any remaining scorn normally. Note that suffering exactly 0 scorn (say from an attack that dealt scorn, but your last sway absorbed it) still requires a check.

Example: Pounded Pete has an influence score of 12, and 12 sway. He is struck by 15 scorn. First, his 12 sway bubbles are eliminated, leaving 3 scorn. He must make a trouble check with a target of 12, but he needs a success margin of 3 or more. Pete rolls a 9 and barely succeeds, avoiding a Trouble marker. Pete is hit again for another 15 scorn. With no sway bubbles left to absorb any, he suffers it all. The first 10 automatically cause a Trouble marker. That leaves 5 insult left, so Pete is rolling against his usual 12- target, but he needs a 7 or less to get the 5 margin to avoid a second Trouble marker.

Wit

Your wit is the number of effect dice you roll when dealing social damage. The most common form of this is a taunt, which attacks using the perform skill. Your wit could represent insults and slander, but also flattery or misdirection. Wit rolls effect dice equal to your influence control. Green results deal doubt, blue results deal scorn, and red results deal agony.

Template:Taunt
Attack Tier Keywords Dice Blue/Red

Purchasing Influence

Score Points Control
7 0 1
8 0 1
9 0 1
10 1 2
11 1 2
12 1 2
13 2 3
14 2 3
15 2 3
16(*) 3 4

(*) Only available from a 15.

See Also


Version 2.5.0
©2014 Frameworks Games

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