Difference between revisions of "Discipline"

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Your confidence, determination, and social influence.
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Your confidence, determination, and force of personality. A higher score indicates a stronger and more unbreakable spirit.
*'''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.
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*'''Fear:''' When surprised or overwhelmed you may have to check fear against your heart score. If you fail you lose 1 wits and grit 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.
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*'''Flirt:''' To invite someone to a [[kiss]] you spend wits. If those invited accept you all roll against heart. If everyone succeeds then everyone gains 1 wits. Anyone who fails loses 1 wits and the kiss is [[interrupted]]. If you have the highest success margin you are in control of the kiss and any [[romance]] associated with it.
*'''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.
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*'''Grit:''' You have grit equal to your heart score. Grit damage temporarily eliminates them. When you suffer grit damage but have no grit to lose you make a '''grit''' check. Your success margin must equal or beat the grit you couldn't lose, and if you fail you are [[shaken]]. Every 10 grit damage counts as a failed check with any remaining (including 0) forcing another check normally. If you are already shaken failing a grit check forces you [[out]]. If you are out grit has no further effect. You immediately recover all lost grit between encounters unless you are [[exhausted]].
*'''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.
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*'''Resist:''' You may use a [[defense]] and check [[heart]] to contest a [[social]] attack. Resist only stops effects against you, if you need to protect someone else you'll have to [[retort]] (which uses [[communication]] and a guard). Unusual compulsions may force a resist check, and if you fail you lose control of yourself.
*'''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.
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*'''Will:''' Another name for your heart control. Will determines how much '''focus''' you start each session with, and how many different active spells or types of followers you may have at once.
  
==Purchasing Intensity==
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[[focus]][[fear]][[flirt]][[grit]][[insight]][[will]][[resist]]
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==Focus==
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Focus allows you to do extraordinary things. You start each session with focus equal to your will, and you gain focus when your band achieves a goal, when you meet the focus condition for your own goals, or when you do something exemplary that the referee wants to reward you for. 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. Any time you gain focus during a session you may recover lost wits or the flustered state instead.
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==Purchasing Heart==
 
{{AttributeCost}}
 
{{AttributeCost}}
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==Related Abilities==
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{{Berserk}}
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{{Brave}}
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{{Lucky}}
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{{Magical}}
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{{Majestic}}
  
 
==See Also==
 
==See Also==

Revision as of 07:16, 16 November 2015

Your confidence, determination, and force of personality. A higher score indicates a stronger and more unbreakable spirit.

  • Fear: When surprised or overwhelmed you may have to check fear against your heart score. If you fail you lose 1 wits and grit equal to your failure margin.
  • Flirt: To invite someone to a kiss you spend wits. If those invited accept you all roll against heart. If everyone succeeds then everyone gains 1 wits. Anyone who fails loses 1 wits and the kiss is interrupted. If you have the highest success margin you are in control of the kiss and any romance associated with it.
  • Grit: You have grit equal to your heart score. Grit damage temporarily eliminates them. When you suffer grit damage but have no grit to lose you make a grit check. Your success margin must equal or beat the grit you couldn't lose, and if you fail you are shaken. Every 10 grit damage counts as a failed check with any remaining (including 0) forcing another check normally. If you are already shaken failing a grit check forces you out. If you are out grit has no further effect. You immediately recover all lost grit between encounters unless you are exhausted.
  • Resist: You may use a defense and check heart to contest a social attack. Resist only stops effects against you, if you need to protect someone else you'll have to retort (which uses communication and a guard). Unusual compulsions may force a resist check, and if you fail you lose control of yourself.
  • Will: Another name for your heart control. Will determines how much focus you start each session with, and how many different active spells or types of followers you may have at once.

focusfearflirtgritinsightwillresist

Focus

Focus allows you to do extraordinary things. You start each session with focus equal to your will, and you gain focus when your band achieves a goal, when you meet the focus condition for your own goals, or when you do something exemplary that the referee wants to reward you for. 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. Any time you gain focus during a session you may recover lost wits or the flustered state instead.

Purchasing Heart

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.

Related Abilities

Template:Berserk

Template:Lucky Template:Magical Template:Majestic

See Also


Version 2.5.1
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