Difference between revisions of "Discipline"

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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.
 
*'''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]].
 
*'''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 check [[heart]] to contest a [[social]] attack without using a defense. Resist only stops effects against you, if you need to protect someone else you'll have to [[retort]] (which uses [[communication]] and defenses). Unusual compulsions may force a resist check, and if you fail you lose control of yourself.
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*'''Refuse:''' You may check [[heart]] to contest a [[social]] attack without using a defense. Resist only stops effects against you, if you need to protect someone else you'll have to [[retort]] (which uses [[communication]] and defenses). 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''' (see below) you start each session with, and how many different active spells or types of followers you may have at once.
 
*'''Will:''' Another name for your heart control. Will determines how much '''focus''' (see below) you start each session with, and how many different active spells or types of followers you may have at once.
  

Revision as of 18:16, 22 December 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.
  • Refuse: You may check heart to contest a social attack without using a defense. Resist only stops effects against you, if you need to protect someone else you'll have to retort (which uses communication and defenses). 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 (see below) you start each session with, and how many different active spells or types of followers you may have at once.

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 2.5.2
©2014 Frameworks Games

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