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.
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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:''' 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.
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*'''Flirt:''' To invite someone to a [[kiss]] you spend wits. If those invited accept you all roll against heart. If everyone succeeds then everyone gains 1 wits. Anyone who fails loses 1 wits and the kiss is [[interrupted]]. If you have the highest success margin you are in control of the kiss and any [[romance]] associated with it.
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*'''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]].
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*'''Resist:''' You may use a [[defense]] and check [[heart]] to contest a [[social]] attack. Resist only stops effects against you, if you need to protect someone else you'll have to [[retort]] (which uses [[communication]] and a guard). Unusual compulsions may force a resist check, and if you fail you lose control of yourself.
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*'''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.
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==Focus==
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==Discipline Checks==
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, when you meet the focus condition for your own goals, or when 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. Any time you gain focus during a session you may recover lost wits or the flustered state instead.
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{{Helm}}
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{{Intimidate}}
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{{Rally}}
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{{Reload}}
  
==Purchasing Heart==
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==Discipline Saves==
{{AttributeCost}}
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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}}
  
==Related Abilities==
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==Discipline Masteries==
{{Berserk}}
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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.
{{Brave}}
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{{Lucky}}
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==Build Points==
{{Magical}}
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{{AbilityCost}}
{{Majestic}}
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==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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