Difference between revisions of "Discipline"

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Your influence attribute indicates your charisma, personality, and overall allure.
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Discipline reflects not only your own steady nerves, but also your ability to project assurance and command others. It is a function of your confidence, determination, and presence of mind. Discipline measures your concentration during complex tasks, including the operation of vehicles.  
*'''Court:''' When you invite or are invited into an [[embrace]] you must succeed in a check against your influence score. Each time you fail such a check you suffer 1 scorn (lose 1 sway).
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*'''Impress:''' When someone meets you for the first time you may be asked to check against your influence score. If you succeed you make a favorable first impression and are remembered, so you may start gaining reaction bonuses. If you fail your reputation or presence isn't enough to warrant notice, and you do not gain any reaction bonuses you might normally expect.
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*'''Insight:''' Insight is a special form of [[retort]] used against lies and [[perjury]]. You may use a [[Guard]] against a [[perform]] social attack against you. You roll your defense check with your influence score. If you win you retort the attack normally, plus you reveal the lie which can have consequences for the attacker (usually the loss of sway or gaining infamy).
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*'''[[Language]]s:''' Your influence control is the number of [[language]]s you can learn. You can leave languages unassigned, which allows you to learn new languages during the game. You suffer a penalty (-2) on any influence or influence skill checks against a target who does not share a language with you. The languages you know also reflect your cultural background, and affect what knowledge is common, [[obscure]], or simply unknown to you. You may learn a language by using a full [[respite]].
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*'''[[Skill]]s:''' Your influence control is used to determine the default score for all your influence [[skill]]s: [[Command]], [[Negotiate]], and [[Perform]]. The starting score is 5 plus your control. You may spend points to increase specific skills. If your control improves, all influence skill scores likewise increase. [[Modifier]]s for influence count towards all influence skills as well.
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**'''[[Command]]:''' Intimidation and leadership.
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**'''[[Negotiate]]:''' Diplomacy and trade.
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**'''[[Perform]]:''' Art and deception.
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==Sway==
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==Discipline Checks==
You have sway equal to your influence score. Every scorn result you take eliminates one of your sway. Excess scorn causes a [[trouble]] check. Having sway at all marks you as a personality in any [[dispute]]. Your social rank is equal to your current sway. If you have the highest sway you are either the leader or the largest threat to the current leader. Certain abilities add benefits to [[follower]]s within range equal to your sway. Note that if your sway has been reduced to 0 it still affects adjacent Areas. Some circumstances or abilities require that you have more sway than your target.
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{{Helm}}
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{{Intimidate}}
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{{Rally}}
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{{Reload}}
  
{|cellspacing="3" cellpadding="3" style="background-color:#ffffcc; margin:1em 1em 1em 1em; border:solid 2px #AAAAAA; border-collapse:collapse;empty-cells:show;"
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==Discipline Saves==
|width="200pt" align="left"|
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{{Avoid}}
|width="195pt" align="center"|'''Condition'''
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{{Crash}}
|width="20pt"|
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{{Fear}}
|width="20pt"| -2
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{{Morale}}
|width="20pt"| Out
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{{Reject}}
|-align="center"
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|width="200pt" align="left"|'''Sway''' (Inf Score) [Poise]
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|[[image:10dots.gif]]
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|[[image:1dot.gif]]
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|[[image:1dot.gif]]
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|[[image:1dot.gif]]
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|-align="center"
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|}
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==Trouble==
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==Discipline Masteries==
When you suffer scorn that isn't absorbed by your sway you must roll a [[trouble]] check against your influence score. If the check fails, you'll gain a Trouble marker. Your success margin must equal or beat the amount of scorn. Every 10 scorn automatically causes a marker, and then you check for any remaining scorn normally. Note that suffering exactly 0 scorn (say from an attack that dealt scorn, but your last sway absorbed it) still requires a check.
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Many vehicles don’t require a Mastery for general operation. The Referee may impart a Penalty for unfamiliarity of a new vehicle, even if it doesn’t require a particular Mastery to operate it. Broad groups include Airplanes, Automobiles, Helicopters, Sailcraft, Spacecraft, and Walkers.
  
'''''Example:''' Pounded Pete has an influence score of 12, and 12 sway. He is struck by 15 scorn. First, his 12 sway bubbles are eliminated, leaving 3 scorn. He must make a trouble check with a target of 12, but he needs a success margin of 3 or more. Pete rolls a 9 and barely succeeds, avoiding a Trouble marker. Pete is hit again for another 15 scorn. With no sway bubbles left to absorb any, he suffers it all. The first 10 automatically cause a Trouble marker. That leaves 5 insult left, so Pete is rolling against his usual 12- target, but he needs a 7 or less to get the 5 margin to avoid a second Trouble marker.''
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==Build Points==
 
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{{AbilityCost}}
==Wit==
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Your wit is the number of effect dice you roll when dealing social damage. The most common form of this is a [[taunt]], which attacks using the [[perform]] skill. Your wit could represent insults and slander, but also flattery or misdirection. Wit rolls effect dice equal to your influence control. Green results deal [[doubt]], blue results deal [[scorn]], and red results deal [[agony]].
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{{Attacktop}}
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{{Taunt}}
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|}
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==Purchasing Influence==
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{{AttributeCost}}
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==See Also==
 
==See Also==
*[[Attribute]]
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*[[:Category:Ability|List of general Abilities]]
*[[Reason]]
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*[[Strength]]
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{{V250}}
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{{v300}}
  
[[Category:Attribute]]
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[[Category:Ability]]

Latest revision as of 21:03, 28 January 2023

Discipline reflects not only your own steady nerves, but also your ability to project assurance and command others. It is a function of your confidence, determination, and presence of mind. Discipline measures your concentration during complex tasks, including the operation of vehicles.

Discipline Checks

  • Helm: During an Exchange you control the movement a vehicle from its Pilot position. Simply adjusting a vehicle’s Speed and facing doesn’t require a Check unless you don’t have the necessary Masteries. Rolls to avoid a Collision, Ram an enemy, or recover from a Tumble always require a Check.
  • Intimidate: You can stare down an opponent as a Manipulation. During an Exchange it requires an Action, and Routs the target if successful. Outside of an Exchange a Bad roll causes the target to become Hostile.
  • Rally: Use an Action to remove Stumped or Routed from an ally within your Command distance. Rallying counts as a Manipulation, which means an enemy could Retort you. You may attempt to Rally yourself, as long as you have an Action to try.
  • Reload: Empty weapons require an Action and successful Check before they can fire again. Either the Artillery or Firearms Masteries usually apply, depending on the weapon. On a Bad roll the weapon remains Empty.

Discipline Saves

  • Avoid: If you are in the Pilot Position on a vehicle you may roll a Save to avoid Collisions. If you win the Opposition you the vehicles don’t hit one another.
  • Crash: When a vehicle Crashes roll a Save to help the crew survive. On a success the crew are only Down. On a Bad roll everyone aboard suffers an Injury.
  • Fear: Being surprised or overwhelmed may require a Save. Some situations or opponents may be so terrifying they apply a Penalty. A Good roll avoids any effects. On Bad roll you Rout.
  • Morale: After each Exchange a Routing or hurt character must Save. On a Bad roll you Rout, or surrender if you’re already Routing. On a Good roll you stop Routing if you were. Units at less than half strength must Save as well.
  • Reject: When targeted by a Manipulation you may Save to simply ignore its effects.

Discipline Masteries

Many vehicles don’t require a Mastery for general operation. The Referee may impart a Penalty for unfamiliarity of a new vehicle, even if it doesn’t require a particular Mastery to operate it. Broad groups include Airplanes, Automobiles, Helicopters, Sailcraft, Spacecraft, and Walkers.

Build Points

Score Save Points Label Description
1 (1) 0 Amateur You dabble, or try to get by on luck.
2 (1) 1 Proficient You are trained and competent.
3 (2) 2 Expert You are talented or extensively trained.
4 (2) 3 Master You are an accomplished expert.
5 (3) 4 Genius You have a rare and extraordinary gift.
6 (3) 5 Paragon You are the greatest of all time.

See Also


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