Difference between revisions of "Discipline"

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Your confidence, determination, and social influence.
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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 heart score. If you fail you suffer a wits and grit damage equal to your failure margin.
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*'''Flirt:''' When you invite someone into a [[romance]] you spend focus and must succeed in a check against your heart 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 heart 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. Your faults add other conditions where you may recover focus. Tedium or special attacks may cost you focus.
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*'''Grit.''' You have grit equal to your heart 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 a heart 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 heart score to see if denizens notice or remember you. A failed check indicates you either weren't noticed, or you didn't make a favorable impression.
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*'''Insight:''' You may use a [[defense]] and check [[heart]] to contest a [[social]] attack. You only avoid effects to yourself, so insight won't stop other denizens from being convinced. A [[retort]] is considered a special type of insight that will stop social effects against others.
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*'''[[Skill]]s:''' Your sense 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 sense control improves, all interpersonal skill scores likewise increase. [[Modifier]]s for heart 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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==Purchasing Intensity==
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==Discipline Checks==
{{AttributeCost}}
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{{Helm}}
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{{Intimidate}}
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{{Rally}}
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{{Reload}}
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==Discipline Saves==
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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}}
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==Discipline Masteries==
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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]]
*[[Sense]]
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*[[Strength]]
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{{V251}}
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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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