Difference between revisions of "Discipline"

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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.
 
*'''Dedication:''' 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]].
 
*'''Dedication:''' 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.
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*'''Fear:''' When surprised or overwhelmed you may have to check fear with your heart score. If you fail you lose all grit, and suffer 1 wits damage.
 
*'''Focus:''' You start each session with focus equal to your heart score. See focus below.
 
*'''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]].
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*'''Grit:''' Heroes start with (5+heart) grit. Grit damage temporarily eliminates them. If you suffer grit damage but have no grit to lose you make a check and are [[shaken]] if you fail. A second failure knocks you [[out]], and a third risks [[surrender]]. Every full (heart) grit requires an extra level of success to avoid shaking, and the difference between your success levels rolled and needed is the number of times you are shaken.
*'''Reject:''' 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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*'''Reject:''' You may check [[heart]] to contest a [[social]] attack without using a defense. This only stops effects against you, if you need to protect someone else you'll have to [[retort]]. Compulsions may force a 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.
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*'''Will:''' Your heart score is number of spells or powers you may have active at one time.
  
 
==Focus==
 
==Focus==
Focus allows you to do extraordinary things. You start each session with focus equal to your will, and you gain focus when:
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Focus allows you to do extraordinary things. You start each session with focus equal to your heart, and you gain focus when:
 
*Your band achieves a goal.
 
*Your band achieves a goal.
 
*You meet the focus condition for your own goals.
 
*You meet the focus condition for your own goals.

Revision as of 01:52, 14 May 2016

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

  • Dedication: 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 suffer 1 wits damage.
  • Focus: You start each session with focus equal to your heart score. See focus below.
  • Grit: Heroes start with (5+heart) grit. Grit damage temporarily eliminates them. If you suffer grit damage but have no grit to lose you make a check and are shaken if you fail. A second failure knocks you out, and a third risks surrender. Every full (heart) grit requires an extra level of success to avoid shaking, and the difference between your success levels rolled and needed is the number of times you are shaken.
  • Reject: You may check heart to contest a social attack without using a defense. This only stops effects against you, if you need to protect someone else you'll have to retort. Compulsions may force a check, and if you fail you lose control of yourself.
  • Will: Your heart score is number of spells or powers you may have active at one time.

Focus

Focus allows you to do extraordinary things. You start each session with focus equal to your heart, 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

See Also


Version 2.5.2
©2014 Frameworks Games

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