Difference between revisions of "Sense"

From AF wiki
Jump to: navigation, search
Line 1: Line 1:
 
__NOTOC__
 
__NOTOC__
Your acuity attribute indicates your intellect, will, and the overall development of your mind.
+
Your acuity attribute indicates your intellect, adaptability, and overall cleverness.
*'''Cultivation:''' Cultivation allows you to broaden your [[concept]]'s offers. You gain a number of cultivation slots equal to your acuity control. With each slot you may do one of the following:
+
*'''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
*'''[[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.
+
*'''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.
*'''[[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.
+
*'''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. The [[language]]s 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.
+
*'''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.
*'''Notice.''' When a [[hidden]] opponent hits you with a [[surprise]] attack you may use your [[guard]] and check against your acuity score. If you succeed the hit becomes a regular attack, and you may use a [[defense]] to contest it and avoid the extra effects of a surprise attack. Note that the attacker may contest your attempt to detect the attack. This is also the check that the referee may ask for (or roll secretly) to determine if you spot an important detail. Notice may be triggered by the environment or a surprise attack, but it is always a passive response. If you want to actively [[look]] for details you are using the [[study]] skill.
+
*'''[[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 acuity skills as well.
+
 
**'''[[Operate]]:''' Using or making technology.  
 
**'''[[Operate]]:''' Using or making technology.  
 
**'''[[Sneak]]:''' Stealth and trickery.
 
**'''[[Sneak]]:''' Stealth and trickery.
**'''[[Study]]:''' Attention to detail.
+
**'''[[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]].
  
==Grit==
+
{|{{chartab}}
You have grit equal to your acuity 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.
+
|width="85pt" align="left"|
 
+
{|cellspacing="3" cellpadding="3" style="background-color:#ffffcc; margin:1em 1em 1em 1em; border:solid 2px #AAAAAA; border-collapse:collapse;empty-cells:show;"
+
|width="200pt" align="left"|
+
|width="250pt" align="center"|'''Condition'''
+
 
|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="200pt" align="left"|'''Grit''' (Res score) [Tough]
+
|width="85pt" align="left"|'''Wits'''
 +
| -0
 
|[[image:10dots.gif]]
 
|[[image:10dots.gif]]
 
|[[image:1dot.gif]]
 
|[[image:1dot.gif]]
 
|[[image:1dot.gif]]
 
|[[image:1dot.gif]]
|[[image:1dot.gif]]
 
|-align="center"
 
 
|}
 
|}
 
==Resolve==
 
When you suffer grief that isn't absorbed by your grit you must roll a [[resolve]] check against your acuity 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. More than 3 resolve markers eliminates the character from play (see [[insanity]]).
 
 
'''''Example:''' Pounded Pete has a acuity 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 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.
    • Operate: Using or making technology.
    • Sneak: Stealth and trickery.
    • 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.
Condition -2 Out
Wits -0 10dots.gif 1dot.gif 1dot.gif

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

This is outdated content. Update Needed!