Difference between revisions of "Discipline"

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Your influence attribute indicates your charisma, personality, and overall allure.
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Your influence attribute indicates your charisma, strength of personality, and will.
*'''Court:''' When you invite someone into a [[tryst]] you must succeed in a check against your influence score. If you fail then there is no tryst, and you lose the focus that you invested.
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*'''Fear:''' Fear forces you to check against your intensity score. If you fail you suffer a wits marker (see [[acuity]]).
*'''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.
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*'''Flirt:''' When you invite someone into a [[tryst]] you must succeed in a check against your intensity score. If you fail there is no tryst and you lose the focus you invested. You make the same check to respond positively to someone else's invitation.
*'''Insight:''' You check to contest a [[social]] attack as a [[defense]]. You only avoid effects to yourself, so insight won't stop the creation of a perjury or stop denizens from being convinced. A [[retort]] is considered a special type of insight that will stop social effects against others.
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*'''Focus:''' Focus allows you to do extraordinary things. You have focus equal to your acuity control. You may spend Focus after you roll any check and that check automatically increases one success level: a success becomes a triumph, a fumble becomes a failure, and so on. Abilities may grant other uses for focus. You recover focus equal to the value of each goal you achieve, even if you no longer gain AP for it. Your faults add other conditions where you may recover focus. Periods of tedium or special events may cost you focus.
*'''[[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]].
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*'''Grit.''' You have grit equal to your intensity score. Grit damage removes bubbles until you have none left. Having the highest grit in a [[dispute]] can mark you as a speaker. When you suffer grit damage that isn't absorbed by your grit bubbles you must make an intensity check. If the check fails you suffer a grit marker (usually a white token). Your success margin on the check must equal or beat the amount of grit damage you suffered. Note that suffering exactly 0 grit damage (such as losing your last bubble, or an attack that is exactly blocked by grit armor) still requires a check. Every 10 grit damage from one attack automatically causes a grit marker, and any remaining forces another check normally. Your first grit marker gives you a penalty (-2) on all checks, and is referred to as being '''shaken'''. Your second grit marker forces you out, and you may no longer act. This is referred to as being '''unconscious'''. You recover a grit marker after each full exchange, and recover a grit bubble if you use an action to do so.
*'''[[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.
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*'''Impress:''' The referee may call for a check against your intensity score to see if denizens that you have met remember you. A failed check indicates you either weren't noticed, or
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When you meet an individual for the first time you may 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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*'''[[Skill]]s:''' Your intensity attribute control is used to determine the default score for all your interpersonal [[skill]]s: [[Command]], [[Negotiate]], and [[Perform]]. The starting score is 5, plus your control. You may spend points to increase specific skills. If your intensity control improves, all mental skill scores likewise increase. [[Modifier]]s for intensity count towards all interpersonal skills as well.
 
**'''[[Command]]:''' Intimidation and leadership.
 
**'''[[Command]]:''' Intimidation and leadership.
 
**'''[[Negotiate]]:''' Diplomacy and trade.
 
**'''[[Negotiate]]:''' Diplomacy and trade.
 
**'''[[Perform]]:''' Art and deception.
 
**'''[[Perform]]:''' Art and deception.
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*'''Taunt.''' [[Social]] attacks use the [[perform]] skill against a target within [[short]] range. Your base effects are equal to your . A taunt could represent insults and slander or flattery and trickery. A taunt rolls effect dice equal to your acuity control plus your intensity control. Green results convince (adding denizens to your argument or eliminating them from an opponent's), blue results deal grit damage, and red results deal wits damage.
  
==Sway==
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{|{{chartab}}
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, so if you have the highest sway you are either a leader or the most obvious threat to a current leader. Certain abilities add benefits to [[follower]]s within range equal to your sway. Each time you gain AP you recover an equal amount of sway. If you gain [[loyalty]] you recover all sway.
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{|cellspacing="3" cellpadding="3" style="background-color:#ffffcc; margin:1em 1em 1em 1em; border:solid 2px #AAAAAA; border-collapse:collapse;empty-cells:show;"
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|width="250pt" align="center"|'''Condition'''
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|width="405pt" align="center"|'''Condition'''
 
|width="20pt"| -2
 
|width="20pt"| -2
 
|width="20pt"| Out
 
|width="20pt"| Out
 
|-align="center"  
 
|-align="center"  
|width="200pt" align="left"|'''Sway''' (Inf Score) [Poise]
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|width="85pt" align="left"|'''Grit'''
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|[[image:10dots.gif]]
 
|[[image:10dots.gif]]
 
|[[image:1dot.gif]]
 
|[[image:1dot.gif]]
 
|[[image:1dot.gif]]
 
|[[image:1dot.gif]]
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|-align="center"
 
 
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==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 (usually a red token). 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.  You eliminate trouble markers whenever you regain [[focus]]. If you have 1 trouble marker, often called being '''flustered''', you may not recover sway. If you have 2 trouble markers, often called being '''hysterical''', you suffer a penalty (-2) on all checks. If you have 3 trouble markers, often called being '''broken''', you suffer an emotional breakdown and become unable to act. More than 3 trouble markers eliminates the character from play (see [[insanity]]).
 
 
'''''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 1dE plus effect dice equal to your influence control. Green results deal [[doubt]], blue results deal [[scorn]], and red results deal [[agony]].
 
  
 
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==Purchasing Influence==
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==Purchasing Intensity==
 
{{AttributeCost}}
 
{{AttributeCost}}
  

Revision as of 06:01, 10 October 2014

Your influence attribute indicates your charisma, strength of personality, and will.

  • Fear: Fear forces you to check against your intensity score. If you fail you suffer a wits marker (see acuity).
  • Flirt: When you invite someone into a tryst you must succeed in a check against your intensity score. If you fail there is no tryst and you lose the focus you invested. You make the same check to respond positively to someone else's invitation.
  • Focus: Focus allows you to do extraordinary things. You have focus equal to your acuity control. You may spend Focus after you roll any check and that check automatically increases one success level: a success becomes a triumph, a fumble becomes a failure, and so on. Abilities may grant other uses for focus. You recover focus equal to the value of each goal you achieve, even if you no longer gain AP for it. Your faults add other conditions where you may recover focus. Periods of tedium or special events may cost you focus.
  • Grit. You have grit equal to your intensity score. Grit damage removes bubbles until you have none left. Having the highest grit in a dispute can mark you as a speaker. When you suffer grit damage that isn't absorbed by your grit bubbles you must make an intensity check. If the check fails you suffer a grit marker (usually a white token). Your success margin on the check must equal or beat the amount of grit damage you suffered. Note that suffering exactly 0 grit damage (such as losing your last bubble, or an attack that is exactly blocked by grit armor) still requires a check. Every 10 grit damage from one attack automatically causes a grit marker, and any remaining forces another check normally. Your first grit marker gives you a penalty (-2) on all checks, and is referred to as being shaken. Your second grit marker forces you out, and you may no longer act. This is referred to as being unconscious. You recover a grit marker after each full exchange, and recover a grit bubble if you use an action to do so.
  • Impress: The referee may call for a check against your intensity score to see if denizens that you have met remember you. A failed check indicates you either weren't noticed, or

When you meet an individual for the first time you may 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.

  • Skills: Your intensity attribute control is used to determine the default score for all your interpersonal skills: Command, Negotiate, and Perform. The starting score is 5, plus your control. You may spend points to increase specific skills. If your intensity control improves, all mental skill scores likewise increase. Modifiers for intensity count towards all interpersonal skills as well.
  • Taunt. Social attacks use the perform skill against a target within short range. Your base effects are equal to your . A taunt could represent insults and slander or flattery and trickery. A taunt rolls effect dice equal to your acuity control plus your intensity control. Green results convince (adding denizens to your argument or eliminating them from an opponent's), blue results deal grit damage, and red results deal wits damage.
Condition -2 Out
Grit -0 10dots.gif 1dot.gif 1dot.gif
Template:Taunt
Attack Tier Keywords Dice Blue/Red

Purchasing Intensity

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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