Difference between revisions of "Discipline"

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Your influence attribute indicates your charisma, strength of personality, and will.
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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.  
*'''Fear:''' Fear forces you to check against your intensity score. If you fail you suffer a wits marker (see [[acuity]]).
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*'''Flirt:''' When you invite someone into a [[tryst]] you must succeed in a check against your intensity score. If you fail there is no tryst and you lose the focus you invested. You make the same check to respond positively to someone else's invitation.
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*'''Focus:''' Focus allows you to do extraordinary things. You have focus equal to your acuity control. 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 equal to the value of each goal you achieve, even if you no longer gain AP for it. Your faults add other conditions where you may recover focus. Periods of tedium or special events may cost you focus.
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*'''Grit.''' You have grit equal to your intensity score. Grit damage removes bubbles until you have none left. Having the highest grit in a [[dispute]] can mark you as a speaker. When you suffer grit damage that isn't absorbed by your grit bubbles you must make an intensity 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, or an attack that is exactly blocked by grit armor) 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 (-2) 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, and recover a grit bubble if you use an action to do so.
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*'''Impress:''' The referee may call for a check against your intensity score to see if denizens that you have met remember you. A failed check indicates you either weren't noticed, or
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When you meet an individual for the first time you may 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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*'''[[Skill]]s:''' Your intensity attribute control is used to determine the default score for all your interpersonal [[skill]]s: [[Command]], [[Negotiate]], and [[Perform]]. The starting score is 5, plus your control. You may spend points to increase specific skills. If your intensity control improves, all mental skill scores likewise increase. [[Modifier]]s for intensity count towards all interpersonal 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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*'''Taunt.''' [[Social]] attacks use the [[perform]] skill against a target within [[short]] range. Your base effects are equal to your . A taunt could represent insults and slander or flattery and trickery. A taunt rolls effect dice equal to your acuity control plus your intensity control. Green results convince (adding denizens to your argument or eliminating them from an opponent's), blue results deal grit damage, and red results deal wits damage.
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{|{{chartab}}
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==Discipline Checks==
|width="85pt" align="left"|
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{{Helm}}
|width="20pt"|
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{{Intimidate}}
|width="405pt" align="center"|'''Condition'''
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{{Rally}}
|width="20pt"| -2
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{{Reload}}
|width="20pt"| Out
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|-align="center"
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|width="85pt" align="left"|'''Grit'''
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| -0
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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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|}
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{{Attacktop}}
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==Discipline Saves==
{{Taunt}}
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{{Avoid}}
|}
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{{Crash}}
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{{Fear}}
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{{Morale}}
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{{Reject}}
  
==Purchasing Intensity==
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==Discipline Masteries==
{{AttributeCost}}
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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.
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==Build Points==
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{{AbilityCost}}
  
 
==See Also==
 
==See Also==
*[[Attribute]]
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*[[:Category:Ability|List of general Abilities]]
*[[Acuity]]
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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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