Difference between revisions of "Sense"

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*'''[[Reflex]]:''' In any encounter, each participant gets a [[turn]]. The order which you take your turn is called your [[reflex]]. All participants check against their reason score. The highest success margin goes first, and the largest failure margin goes last. For a tie, the higher reason score goes first, or roll a new contest if the scores are the same. Once established, this reflex order remains for the rest of the encounter. You can't change your reflex once it is set, but you may [[hesitate]] to act later.
 
*'''[[Reflex]]:''' In any encounter, each participant gets a [[turn]]. The order which you take your turn is called your [[reflex]]. All participants check against their reason score. The highest success margin goes first, and the largest failure margin goes last. For a tie, the higher reason score goes first, or roll a new contest if the scores are the same. Once established, this reflex order remains for the rest of the encounter. You can't change your reflex once it is set, but you may [[hesitate]] to act later.
 
*'''[[Skill]]s:''' Your reason attribute control is used to determine the default score for all your mental [[skill]]s: [[Operate]], [[Sneak]], and [[Study]]. The starting score is 5, plus your control. You may spend points to increase specific skills. If your reason control improves, all mental skill scores likewise increase. [[Modifier]]s for reason count towards all reason skills as well.
 
*'''[[Skill]]s:''' Your reason attribute control is used to determine the default score for all your mental [[skill]]s: [[Operate]], [[Sneak]], and [[Study]]. The starting score is 5, plus your control. You may spend points to increase specific skills. If your reason control improves, all mental skill scores likewise increase. [[Modifier]]s for reason count towards all reason skills as well.
**'''[[Operate]]:''' Use or create technology.  
+
**'''[[Operate]]:''' Using or making technology.  
**'''[[Sneak]]:''' Elude and scheme.
+
**'''[[Sneak]]:''' Stealth and trickery.
**'''[[Study]]:''' Observe and understand.
+
**'''[[Study]]:''' Observation and understanding.
  
 
==Grit==
 
==Grit==

Revision as of 05:58, 10 August 2014

Your reason attribute indicates your intellect, will, and the overall development of your mind.

  • Cultivation: Cultivation allows you to broaden your concept's offers. You gain a number of cultivation slots equal to your reason control. With each slot you may do one of the following:
    • Upgrade a skill to a tag skill (allowing you to increase it by up to +6)
    • Upgrade a tag skill to a prime skill (allowing you to increase it by up to +9)
    • Upgrade an ability to a tag ability (allowing you to purchase level 2)
    • Upgrade a tag ability to a prime ability (allowing you to purchase level 3)
    • Add a new mastery to your options
  • Fear: Fear forces you to attempt a resolve check (see below) whether you have grit or not. If you fail you lose grit equal to your failure margin, or suffer a resolve marker if you do not have grit.
  • Focus: Focus allows you to do extraordinary things. You have focus equal to your reason 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.
  • Knowledge: Any knowledge that you the player have, your character also has, or at least has instincts that amount to the same thing. However the character may know something that you don't. When you first encounter something you may ask for a check against your reason to see if you have encountered or read about something like it before. If the check succeeds the referee may fill you in on background information, related legends, or even game statistics that your character has learned. The languages you know impact your cultural background, and so affect what knowledge may be considered common, obscure, or simply unknown to you. Obscure knowledge gives a penalty (-2) to this check. If you fail, you may not check on the same topic again without using a project for research. You may also ask for a knowledge check to remember a name or fact that your character has encountered but you have forgotten.
  • Reflex: In any encounter, each participant gets a turn. The order which you take your turn is called your reflex. All participants check against their reason score. The highest success margin goes first, and the largest failure margin goes last. For a tie, the higher reason score goes first, or roll a new contest if the scores are the same. Once established, this reflex order remains for the rest of the encounter. You can't change your reflex once it is set, but you may hesitate to act later.
  • Skills: Your reason attribute control is used to determine the default score for all your mental skills: Operate, Sneak, and Study. The starting score is 5, plus your control. You may spend points to increase specific skills. If your reason control improves, all mental skill scores likewise increase. Modifiers for reason count towards all reason skills as well.
    • Operate: Using or making technology.
    • Sneak: Stealth and trickery.
    • Study: Observation and understanding.

Grit

You have grit equal to your reason score. Every grief result you take eliminates one of your grit. Excess grief causes a resolve check. You may use an action to recover 1 grit, so if you are not in an encounter you immediately recover all lost grit if you can.

Condition -2 Out
Grit (Res score) [Tough] 10dots.gif 1dot.gif 1dot.gif 1dot.gif

Resolve

When you suffer grief that isn't absorbed by your grit you must roll a resolve check against your reason score. If the check fails, you'll gain a resolve marker (usually a white token). Your success margin must equal or beat the amount of grief. Every 10 grief automatically causes a marker, and then you check for any remaining grief normally. Note that suffering exactly 0 grief (say from an attack that dealt grief, but your last grit absorbed it) still requires a check. You eliminate resolve markers after any encounter unless you are captured. If you have 1 resolve marker, often called being rattled, you may not recover grit. If you have 2 resolve markers, often called being shaken, you suffer a penalty (-2) on all checks. If you have 3 resolve markers, often called being defeated, you may not take any action other than to flee the encounter, and any further grief is treated as trauma instead.

Example: Pounded Pete has a reason score of 12, and 12 Grit. He is struck by 15 grief. First, his 12 grit bubbles are eliminated, leaving 3 grief. He must make a resolve 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 Resolve marker. Pete is hit again for another 15 grief. With no grit bubbles left to absorb any, he suffers it all. The first 10 automatically cause a Resolve marker. That leaves 5 grief left, so Pete is rolling against his usual 12- target, but he needs a 7- to avoid a second Resolve marker.

Purchasing Reason

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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