Difference between revisions of "Sense"

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*'''Memory:''' You may check against your sense score to have your character remember something that you have forgotten. The referee may impose the [[obscure]] penalty (-2) to the check, or may provide the information without a check. You may also use memory to notice details that that you have seen in the past, but such memories are always obscure and if you fail you must use research to try again.
 
*'''Memory:''' You may check against your sense score to have your character remember something that you have forgotten. The referee may impose the [[obscure]] penalty (-2) to the check, or may provide the information without a check. You may also use memory to notice details that that you have seen in the past, but such memories are always obscure and if you fail you must use research to try again.
 
*'''Perception:'''  The referee may ask for a check against your sense score to determine if you spot an important detail to avoid some unpleasant side effect. Details that have no failure effect may have a minimum score to automatically spot, and are otherwise detected if the player announces the intent to look for such details. Similarly you may use a snap and check against your score to try to eliminate a [[hidden]] decoy, or a [[defense]] to detect a [[surprise]] attack.
 
*'''Perception:'''  The referee may ask for a check against your sense score to determine if you spot an important detail to avoid some unpleasant side effect. Details that have no failure effect may have a minimum score to automatically spot, and are otherwise detected if the player announces the intent to look for such details. Similarly you may use a snap and check against your score to try to eliminate a [[hidden]] decoy, or a [[defense]] to detect a [[surprise]] attack.
*'''[[Skill]]s:''' Your sense 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 sense control improves, all mental skill scores likewise increase. [[Modifier]]s for sense count towards all mental skills as well.
+
*'''[[Skill]]s:''' Your sense attribute control is used to determine the default score for all your mental [[skill]]s: [[Contraptions]], [[Sneak]], and [[Study]]. The starting score is 5, plus your control. You may spend points to increase specific skills. If your sense control improves, all mental skill scores likewise increase. [[Modifier]]s for sense count towards all mental skills as well.
**'''[[Operate]]:''' Vehicles and technology.  
+
**'''[[Contraptions]]:''' Vehicles and technology.  
 
**'''[[Sneak]]:''' Stealth and trickery.
 
**'''[[Sneak]]:''' Stealth and trickery.
 
**'''[[Study]]:''' Education and profession.
 
**'''[[Study]]:''' Education and profession.

Revision as of 02:23, 21 October 2015

Your perception, intelligence, and mental sophistication.

  • Composure: If you are hit with convince effects greater than your sense control you gain interference.
  • Genius: Your genius is equal to your sense control, and allows you to purchase extra 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)
    • Purchase any mastery for 5 points
  • Memory: You may check against your sense score to have your character remember something that you have forgotten. The referee may impose the obscure penalty (-2) to the check, or may provide the information without a check. You may also use memory to notice details that that you have seen in the past, but such memories are always obscure and if you fail you must use research to try again.
  • Perception: The referee may ask for a check against your sense score to determine if you spot an important detail to avoid some unpleasant side effect. Details that have no failure effect may have a minimum score to automatically spot, and are otherwise detected if the player announces the intent to look for such details. Similarly you may use a snap and check against your score to try to eliminate a hidden decoy, or a defense to detect a surprise attack.
  • Skills: Your sense attribute control is used to determine the default score for all your mental skills: Contraptions, Sneak, and Study. The starting score is 5, plus your control. You may spend points to increase specific skills. If your sense control improves, all mental skill scores likewise increase. Modifiers for sense count towards all mental skills as well.
  • Taunt. You insult or flirt with a target at short range. This requires an action and is a social attack using your perform score. If you succeed you deal your taunt effects. A taunt rolls 1dE plus effect dice equal to your sense control. Green results confuse (eliminating denizens from your target's intent or possibly adding interference), blue results deal grit damage, and red results deal wits damage.
  • Wits. You have wits equal to your sense score. Wits damage removes bubbles until you have none left. If you have wits at all you are a personality in a dispute, and having the most can mark you as a speaker. Otherwise you are an auxiliary and can be convinced to join a side. When you suffer wits damage that isn't absorbed by your wits bubbles you must make a sense check, often called a poise 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.
Template:Taunt
Attack Tier Keywords Dice Blue/Red

Purchasing Sense

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 2.5.1
©2014 Frameworks Games

This is outdated content. Update Needed!