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.  
*'''Excite:''' 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]].
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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 wits equal to your failure margin.
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*'''Focus:''' You start each session with focus equal to your heart score. See focus below.
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*'''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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*'''Refuse:''' 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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*'''Will:''' Your heart score is number of spells or powers you may have at one time.
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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:
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{{Helm}}
*Your band achieves a goal.
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{{Intimidate}}
*You meet the focus condition for your own goals.
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{{Rally}}
*Your fault is invoked.
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{{Reload}}
*You do something exemplary that the referee wants to reward you for.
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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.
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==Related Abilities==
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==Discipline Saves==
{{Awe}}
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{{Avoid}}
{{Brave}}
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{{Crash}}
{{Chance}}
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{{Fear}}
{{Hex}}
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{{Morale}}
{{Rage}}
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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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{{V252}}
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{{v300}}
  
[[Category:Character Creation]]
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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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