Difference between revisions of "Discipline"

From AF wiki
Jump to: navigation, search
(Related Abilities)
Line 1: Line 1:
 
__NOTOC__
 
__NOTOC__
 
Your confidence, determination, and force of personality. A higher score indicates a stronger and more unbreakable spirit.
 
Your confidence, determination, and force of personality. A higher score indicates a stronger and more unbreakable spirit.
*'''Excite:''' To invite someone to a [[kiss]] you spend wits. If those invited accept you all roll against heart. If you succeed pick one participant to gain 1 wits. If you fail the kiss is [[interrupted]]. If you have the highest success margin you are in control of the kiss and any [[romance]] associated with it
+
*'''Excite:''' Check heart to invite someone to a [[kiss]], and lose wits equal to any failure margin. If those invited accept they also check, and the winner can distribute wits equal to the success margin as desired. On a failure the kiss is [[interrupted]].
*'''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.
+
*'''Fear:''' When surprised or overwhelmed you may have to check fear with your heart score. If you fail you lose all grit, and wits equal to your failure margin.
*'''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]].
+
*'''Focus:''' You start each session with focus equal to your heart score. See focus below.
 +
*'''Grit:''' You have 5+Heart grit. Grit damage temporarily eliminates them. When you suffer grit damage but have no grit to lose you make a check. Every 5 grit requires a margin to succeed. If you fail you are [[shaken]], and if you fail with a margin you are out. If you are already shaken and fail again you are 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.
 
*'''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:''' Your heart score is number of spells or powers you may have at one time.
  
 
==Focus==
 
==Focus==
Line 13: Line 14:
 
*Your fault is invoked.
 
*Your fault is invoked.
 
*You do something exemplary that the referee wants to reward you for.  
 
*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. You can only spend one focus on each check. You may also spend focus to block the invocation of a fault in place of gaining focus for it. Any time you gain focus during a session you may recover lost wits instead. At the end of a session if you have focus left over, each one allows you to add a fact or event to the game world. The referee may override or alter these additions if necessary. A long uneventful period within a game session may cost you focus, or wits if you have no focus to lose.
+
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. You can only spend one focus on each check. You may also spend focus to block the invocation of a fault in place of gaining focus for it. Any time you gain focus during a session you may recover lost wits instead. At the end of a session if you have focus left over, each one allows you to add a fact or event to the game world. The referee may veto or alter these additions if necessary. A long uneventful period within a game session may cost you focus, or wits if you have no focus to lose.
 
+
==Purchasing Heart==
+
{{AttributeCost}}
+
  
 
==Related Abilities==
 
==Related Abilities==

Revision as of 05:45, 24 February 2016

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

  • Excite: Check heart to invite someone to a kiss, and lose wits equal to any failure margin. If those invited accept they also check, and the winner can distribute wits equal to the success margin as desired. On a failure the kiss is interrupted.
  • Fear: When surprised or overwhelmed you may have to check fear with your heart score. If you fail you lose all grit, and wits equal to your failure margin.
  • Focus: You start each session with focus equal to your heart score. See focus below.
  • Grit: You have 5+Heart grit. Grit damage temporarily eliminates them. When you suffer grit damage but have no grit to lose you make a check. Every 5 grit requires a margin to succeed. If you fail you are shaken, and if you fail with a margin you are out. If you are already shaken and fail again you are 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: Your heart score is number of spells or powers you may have at one time.

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.
  • You meet the focus condition for your own goals.
  • Your fault is invoked.
  • 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. You can only spend one focus on each check. You may also spend focus to block the invocation of a fault in place of gaining focus for it. Any time you gain focus during a session you may recover lost wits instead. At the end of a session if you have focus left over, each one allows you to add a fact or event to the game world. The referee may veto or alter these additions if necessary. A long uneventful period within a game session may cost you focus, or wits if you have no focus to lose.

Related Abilities

Template:Awe

See Also


Version 2.5.2
©2014 Frameworks Games

This is outdated content. Update Needed!