Difference between revisions of "Discipline"

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Your confidence, determination, and force of will. A higher score indicates a stronger and more unbreakable personality.
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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.  
*'''Dedication:''' Check [[spirit]] 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 [[spirit]] score. If you fail you lose all grit, and suffer 1 wits damage.
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*'''Focus:''' You start each session with focus equal to your [[spirit]] score. See focus below.
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*'''Grit:''' Heroes start with (5+spirit) grit. Grit damage temporarily eliminates them. If you suffer grit damage but have no grit to lose you make a check and are [[shaken]] if you fail. A second failure knocks you [[out]], and a third risks [[surrender]]. Every three grit requires an extra level of success to avoid shaking, and the difference between your success levels rolled and needed is the number of times you are shaken.
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*'''Reject:''' You may check [[spirit]] to contest a [[social]] attack without using a defense. This only stops effects against you, if you need to protect someone else you'll have to [[retort]]. Compulsions may force a check, and if you fail you lose control of yourself.
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*'''Will:''' Your [[spirit]] score is number of spells or powers you may have active 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 [[spirit]], 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 to add another two dice. 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, and if you end a session with more than your normal focus the excess recovers wits. 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==
{{Brave}}
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{{Avoid}}
{{Chance}}
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{{Crash}}
{{Hex}}
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{{Fear}}
{{Protect}}
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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:Ability]]
 
[[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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