Difference between revisions of "Discipline"

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Your confidence, determination, and social influence.
 
Your confidence, determination, and social influence.
*'''Fear:''' Fear forces you to check against your heart score. If you fail you suffer a wits and grit damage equal to your failure margin.
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*'''Fear:''' Fear forces you to check against your heart score. If you fail you lose 1 wits and grit damage equal to your failure margin.
*'''Flirt:''' When you invite someone into a [[romance]] you spend focus and must succeed in a check against your heart 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.
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*'''Flirt:''' When you invite someone into a [[romance]] you spend wits and must succeed in a check against your heart score. If you fail there is no kiss. 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 heart 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. Your faults add other conditions where you may recover focus. Tedium or special attacks may cost you focus.
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*'''Focus:''' Focus allows you to do extraordinary things. You have focus equal to your heart control (will). 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 time you achieve a goal. Tedium or special attacks may cost you focus.
*'''Grit.''' You have grit equal to your heart score. Grit damage removes bubbles until you have none left. When you suffer grit damage that isn't absorbed by your grit bubbles you must make a heart check, often called a '''resolve''' 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.
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*'''Grit.''' You have grit equal to your heart score. Grit damage removes bubbles until you have none left. When you suffer grit damage that isn't absorbed by your grit bubbles you must make a heart check, called a '''resolve''' 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 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 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.
*'''Impress:''' The referee may call for a check against your heart score to see if denizens notice or remember you. A failed check indicates you either weren't noticed, or you didn't make a favorable impression.
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*'''Insight:''' You may use a [[defense]] and check [[heart]] to contest a [[social]] attack. You only avoid effects to yourself, so insight won't stop other denizens from being convinced. A [[retort]] is considered a special type of insight that will stop social effects against others.
 
*'''Insight:''' You may use a [[defense]] and check [[heart]] to contest a [[social]] attack. You only avoid effects to yourself, so insight won't stop other denizens from being convinced. A [[retort]] is considered a special type of insight that will stop social effects against others.
 
*'''[[Skill]]s:''' Your sense 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 sense control improves, all interpersonal skill scores likewise increase. [[Modifier]]s for heart count towards all interpersonal skills as well.
 
*'''[[Skill]]s:''' Your sense 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 sense control improves, all interpersonal skill scores likewise increase. [[Modifier]]s for heart count towards all interpersonal skills as well.

Revision as of 22:19, 25 July 2015

Your confidence, determination, and social influence.

  • Fear: Fear forces you to check against your heart score. If you fail you lose 1 wits and grit damage equal to your failure margin.
  • Flirt: When you invite someone into a romance you spend wits and must succeed in a check against your heart score. If you fail there is no kiss. 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 heart control (will). 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 time you achieve a goal. Tedium or special attacks may cost you focus.
  • Grit. You have grit equal to your heart score. Grit damage removes bubbles until you have none left. When you suffer grit damage that isn't absorbed by your grit bubbles you must make a heart check, called a resolve 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 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 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.
  • Insight: You may use a defense and check heart to contest a social attack. You only avoid effects to yourself, so insight won't stop other denizens from being convinced. A retort is considered a special type of insight that will stop social effects against others.
  • Skills: Your sense 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 sense control improves, all interpersonal skill scores likewise increase. Modifiers for heart count towards all interpersonal skills as well.

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 2.5.1
©2014 Frameworks Games

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