Discipline

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Your confidence, determination, and force of personality. A higher score indicates a stronger and more unbreakable spirit.

  • Dedication: 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.
  • Fear: When surprised or overwhelmed you may have to check fear with your heart score. If you fail you lose all grit, and suffer 1 wits damage.
  • Focus: You start each session with focus equal to your heart score. See focus below.
  • Grit: Heroes start with (5+heart) 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 full (heart) 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.
  • Reject: You may check heart 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.
  • Will: Your heart score is number of spells or powers you may have active at one time.

Focus

Focus allows you to do extraordinary things. You start each session with focus equal to your heart, and you gain focus when:

  • Your band achieves a goal.
  • You meet the focus condition for your own goals.
  • Your fault is invoked.
  • 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. 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.

Related Abilities

See Also


Version 2.5.2
©2014 Frameworks Games

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