Difference between revisions of "Sense"
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− | Your acuity attribute indicates your intellect, | + | Your acuity attribute indicates your intellect, adaptability, and overall cleverness. |
− | *''' | + | *'''Genius:''' Your genius is equal to your acuity control, and allows you to purchase options not offered by your concept. With each point of genius you may: |
**Upgrade a skill to a tag skill (allowing you to increase it by up to +6) | **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 a tag skill to a prime skill (allowing you to increase it by up to +9) | ||
Line 7: | Line 7: | ||
**Upgrade a tag ability to a prime ability (allowing you to purchase level 3) | **Upgrade a tag ability to a prime ability (allowing you to purchase level 3) | ||
**Add a new mastery to your options | **Add a new mastery to your options | ||
− | *''' | + | *'''Insight:''' You may use a [[defense]] and check [[acuity]] to contest a [[social]] attack. You only avoid effects to yourself, so insight won't stop other denizens from being convinced. A [[retort]] is considered a special type of insight that will stop social effects against others. |
− | + | *'''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 acuity 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. [[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]]. | |
− | *'''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 acuity 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. | + | *'''Memory:''' You may check against your acuity score to have your character remember something that you the player have forgotten. The referee may impose the [[obscure]] penalty (-2) to the check, or may provide the information without a check if appropriate. You may also use memory to notice details that that you have seen in the past, but you may only make one such attempt per location and it is always obscure. |
− | *'''Memory:''' You may check against your acuity score to have your character remember something that you the player have forgotten. The referee may impose the [[obscure]] penalty (-2) to the check, or may provide the information without a check appropriate. You may also use memory to notice details that that you have seen in the past, but you may only make one such attempt per location and it is always obscure | + | *'''[[Skill]]s:''' Your acuity 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 acuity control improves, all mental skill scores likewise increase. [[Modifier]]s for acuity count towards all mental skills as well. |
− | + | ||
− | *'''[[Skill]]s:''' Your acuity 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 acuity control improves, all mental skill scores likewise increase. [[Modifier]]s for acuity count towards all | + | |
**'''[[Operate]]:''' Using or making technology. | **'''[[Operate]]:''' Using or making technology. | ||
**'''[[Sneak]]:''' Stealth and trickery. | **'''[[Sneak]]:''' Stealth and trickery. | ||
− | **'''[[Study]]:''' | + | **'''[[Study]]:''' Perception and learning. |
+ | *'''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. | ||
+ | *'''Wits.''' You have wits equal to your influence score. Wits damage removes bubbles until you have none left. If you have wits at all you are a personality in a [[dispute]], otherwise you are an auxiliary. When you suffer wits damage that isn't absorbed by your wits bubbles you must make an acuity check. If the check fails you suffer a wits marker (usually a red token). Your success margin on the check must equal or beat the amount of wits damage you suffered. Note that suffering exactly 0 wits damage (such as losing your last bubble, or an attack that is exactly blocked by wits armor) still requires a check. Every 10 wits damage from one attack automatically causes a wits marker, and any remaining forces another check normally. Your first wits marker gives you a penalty (-2) on all checks, and is referred to as being '''flustered'''. Your second wits marker forces you out, and the referee temporarily controls your actions. This is referred to as being '''hysterical'''. You recover a wits marker after each full exchange, but only recover wits bubbles when you gain [[focus]]. | ||
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|width="20pt"| | |width="20pt"| | ||
+ | |width="405pt" align="center"|'''Condition''' | ||
|width="20pt"| -2 | |width="20pt"| -2 | ||
|width="20pt"| Out | |width="20pt"| Out | ||
|-align="center" | |-align="center" | ||
− | |width=" | + | |width="85pt" align="left"|'''Wits''' |
+ | | -0 | ||
|[[image:10dots.gif]] | |[[image:10dots.gif]] | ||
|[[image:1dot.gif]] | |[[image:1dot.gif]] | ||
|[[image:1dot.gif]] | |[[image:1dot.gif]] | ||
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==Purchasing Acuity== | ==Purchasing Acuity== |
Revision as of 05:27, 10 October 2014
Your acuity attribute indicates your intellect, adaptability, and overall cleverness.
- Genius: Your genius is equal to your acuity control, and allows you to purchase options not offered by your concept. With each point of genius you may:
- 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
- Insight: You may use a defense and check acuity to contest a social attack. You only avoid effects to yourself, so insight won't stop other denizens from being convinced. A retort is considered a special type of insight that will stop social effects against others.
- 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 acuity 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. 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.
- Memory: You may check against your acuity score to have your character remember something that you the player have forgotten. The referee may impose the obscure penalty (-2) to the check, or may provide the information without a check if appropriate. You may also use memory to notice details that that you have seen in the past, but you may only make one such attempt per location and it is always obscure.
- Skills: Your acuity 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 acuity control improves, all mental skill scores likewise increase. Modifiers for acuity count towards all mental 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.
- Wits. You have wits equal to your influence score. Wits damage removes bubbles until you have none left. If you have wits at all you are a personality in a dispute, otherwise you are an auxiliary. When you suffer wits damage that isn't absorbed by your wits bubbles you must make an acuity check. If the check fails you suffer a wits marker (usually a red token). Your success margin on the check must equal or beat the amount of wits damage you suffered. Note that suffering exactly 0 wits damage (such as losing your last bubble, or an attack that is exactly blocked by wits armor) still requires a check. Every 10 wits damage from one attack automatically causes a wits marker, and any remaining forces another check normally. Your first wits marker gives you a penalty (-2) on all checks, and is referred to as being flustered. Your second wits marker forces you out, and the referee temporarily controls your actions. This is referred to as being hysterical. You recover a wits marker after each full exchange, but only recover wits bubbles when you gain focus.
Condition | -2 | Out | ||
Wits | -0 |
Purchasing Acuity
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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