Discipline

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Your influence attribute indicates your charisma, strength of personality, and will.

  • Fear: Fear forces you to check against your intensity score. If you fail you suffer a wits marker (see acuity).
  • Flirt: When you invite someone into a tryst you must succeed in a check against your intensity 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.
  • Focus: Focus allows you to do extraordinary things. You have focus equal to your acuity 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, even if you no longer gain AP for it. Your faults add other conditions where you may recover focus. Periods of tedium or special events may cost you focus.
  • Grit. You have grit equal to your intensity 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 an intensity 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.
  • Impress: The referee may call for a check against your intensity score to see if denizens that you have met remember you. A failed check indicates you either weren't noticed, or

When you meet an individual for the first time you may 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.

  • Skills: Your intensity attribute control is used to determine the default score for all your interpersonal skills: Command, Negotiate, and Perform. The starting score is 5, plus your control. You may spend points to increase specific skills. If your intensity control improves, all mental skill scores likewise increase. Modifiers for intensity count towards all interpersonal skills as well.
  • Taunt. Social attacks use the perform skill against a target within short range. Your base effects are equal to your . A taunt could represent insults and slander or flattery and trickery. A taunt rolls effect dice equal to your acuity control plus your intensity control. Green results convince (adding denizens to your argument or eliminating them from an opponent's), blue results deal grit damage, and red results deal wits damage.
Condition -2 Out
Grit -0 10dots.gif 1dot.gif 1dot.gif
Template:Taunt
Attack Tier Keywords Dice Blue/Red

Purchasing Intensity

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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