Discipline

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Your influence attribute indicates your charisma, personality, and overall allure.

  • Court: When you invite or are invited into an embrace you must succeed in a check against your influence score. Each time you fail such a check you suffer 1 scorn (lose 1 sway).
  • Impress: When someone meets you for the first time you may be asked to 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.
  • Insight: Insight is a special form of retort used against lies and perjury. You may use a Guard against a perform social attack against you. You roll your defense check with your influence score. If you win you retort the attack normally, plus you reveal the lie which can have consequences for the attacker (usually the loss of sway or gaining infamy).
  • Languages: Your influence control is the number of languages you can learn. You can leave languages unassigned, which allows you to learn new languages during the game. You suffer a penalty (-2) on any influence or influence skill checks against a target who does not share a language with you. The languages you know also reflect your cultural background, and affect what knowledge is common, obscure, or simply unknown to you. You may learn a language by using a full respite.
  • Skills: Your influence control is used to determine the default score for all your influence skills: Command, Negotiate, and Perform. The starting score is 5 plus your control. You may spend points to increase specific skills. If your control improves, all influence skill scores likewise increase. Modifiers for influence count towards all influence skills as well.

Sway

You have sway equal to your influence score. Every scorn result you take eliminates one of your sway. Excess scorn causes a trouble check. Having sway at all marks you as a personality in any dispute. Your social rank is equal to your current sway, so if you have the highest sway you are either a leader or the most obvious threat to a current leader. Certain abilities add benefits to followers within range equal to your sway. Each time you gain AP you recover an equal amount of sway. If you gain loyalty you recover all sway.

Condition -2 Out
Sway (Inf Score) [Poise] 10dots.gif 1dot.gif 1dot.gif 1dot.gif

Trouble

When you suffer scorn that isn't absorbed by your sway you must roll a trouble check against your influence score. If the check fails, you'll gain a Trouble marker (usually a red token). Your success margin must equal or beat the amount of scorn. Every 10 scorn automatically causes a marker, and then you check for any remaining scorn normally. Note that suffering exactly 0 scorn (say from an attack that dealt scorn, but your last sway absorbed it) still requires a check. You eliminate trouble markers whenever you regain focus. If you have 1 trouble marker, often called being flustered, you may not recover sway. If you have 2 trouble markers, often called being hysterical, you suffer a penalty (-2) on all checks. If you have 3 trouble markers, often called being broken, you suffer an emotional breakdown and become unable to act. More than 3 trouble markers eliminates the character from play (see insanity).

Example: Pounded Pete has an influence score of 12, and 12 sway. He is struck by 15 scorn. First, his 12 sway bubbles are eliminated, leaving 3 scorn. He must make a trouble check with a target of 12, but he needs a success margin of 3 or more. Pete rolls a 9 and barely succeeds, avoiding a Trouble marker. Pete is hit again for another 15 scorn. With no sway bubbles left to absorb any, he suffers it all. The first 10 automatically cause a Trouble marker. That leaves 5 insult left, so Pete is rolling against his usual 12- target, but he needs a 7 or less to get the 5 margin to avoid a second Trouble marker.

Wit

Your wit is the number of effect dice you roll when dealing social damage. The most common form of this is a taunt, which attacks using the perform skill. Your wit could represent insults and slander, but also flattery or misdirection. Wit rolls effect dice equal to your influence control. Green results deal doubt, blue results deal scorn, and red results deal agony.

Template:Taunt
Attack Tier Keywords Dice Blue/Red

Purchasing Influence

Score Points Control
7 0 1
8 0 1
9 0 1
10 1 2
11 1 2
12 1 2
13 2 3
14 2 3
15 2 3
16(*) 3 4

(*) Only available from a 15.

See Also


Version 2.5.0
©2014 Frameworks Games

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