Difference between revisions of "Sense"

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Your perception, intelligence, and mental sophistication.
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Your perception, intelligence, and mental sophistication. A higher score indicates a sharper and more powerful mind.
*'''Composure:''' If you are hit with convince effects greater than your sense control you gain [[interference]].
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*'''Intellect:''' Another name for your sense control. Intellect adds damage to [[social]] attacks and affects how many languages you can learn without abilities. If you are using [[concept]]s you can spend points up to your intellect on options not offered by your concept.
*'''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:
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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 to the check or provide the information without a check as appropriate.
**Upgrade a skill to a tag skill (allowing you to increase it by up to +6)
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*'''Perception:'''  The referee may ask for a check to determine if you spot an important detail (or understand its significance). If you want to retry a failed perception check you have to take project which you are unaware and vulnerable during, but once completed you get any benefits for a successful check. You may use a snap and check perception to try to eliminate a [[hidden]] decoy or a [[defense]] to detect a [[surprise]] attack during an encounter.
**Upgrade a tag skill to a prime skill (allowing you to increase it by up to +9)
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*'''Voice:''' Verbal attacks use the [[communication]] skill against a target within [[short]] range and deal your voice effect regardless of whether you are flirting, insulting, debating, or so on. Voice rolls 1dE and is [[social]],  adding effect dice equal to your intellect. Blue results deal grit, and red results deal wits.
**Upgrade an ability to a tag ability (allowing you to purchase level 2)
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*'''Wits.''' You have wits equal to your sense score. Wits damage temporarily eliminates them. When you suffer wits damage but have no wits to lose you make a '''wits''' check. Your success margin must equal or beat the wits you couldn't lose, and if you fail you are [[flustered]]. Every 10 wits damage counts as a failed check with any remaining (including 0) forcing another check normally. If you are already flustered failing a wits check forces you [[out]]. If you are out failing a wits check usually means madness. You may recover wits in place of focus each time you earn focus during the game.
**Upgrade a tag ability to a prime ability (allowing you to purchase level 3)
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**Purchase any mastery for 5 points
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[[intellect]][[composure]][[knowledge]][[genius]][[perception]][[memory]][[voice]][[taunt]][[wits]][[sanity]][[poise]][[flustered]][[ingenuity]]
*'''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.
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*'''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.
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*'''[[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.
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*'''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]].
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{{Attacktop}}
 
{{Attacktop}}
{{Taunt}}
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{{Voice}}
 
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==Purchasing Sense==
 
==Purchasing Sense==
 
{{AttributeCost}}
 
{{AttributeCost}}
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==Related Abilities==
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{{Diligent}}
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{{Poised}}
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{{Quick}}
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{{Perceptive}}
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{{Shrewd}}
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==See Also==
 
==See Also==
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*[[Strength]]
 
*[[Strength]]
  
{{V251}}
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{{V252}}
  
 
[[Category:Attribute]]
 
[[Category:Attribute]]

Revision as of 20:06, 15 November 2015

Your perception, intelligence, and mental sophistication. A higher score indicates a sharper and more powerful mind.

  • Intellect: Another name for your sense control. Intellect adds damage to social attacks and affects how many languages you can learn without abilities. If you are using concepts you can spend points up to your intellect on options not offered by your concept.
  • 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 to the check or provide the information without a check as appropriate.
  • Perception: The referee may ask for a check to determine if you spot an important detail (or understand its significance). If you want to retry a failed perception check you have to take project which you are unaware and vulnerable during, but once completed you get any benefits for a successful check. You may use a snap and check perception to try to eliminate a hidden decoy or a defense to detect a surprise attack during an encounter.
  • Voice: Verbal attacks use the communication skill against a target within short range and deal your voice effect regardless of whether you are flirting, insulting, debating, or so on. Voice rolls 1dE and is social, adding effect dice equal to your intellect. Blue results deal grit, and red results deal wits.
  • Wits. You have wits equal to your sense score. Wits damage temporarily eliminates them. When you suffer wits damage but have no wits to lose you make a wits check. Your success margin must equal or beat the wits you couldn't lose, and if you fail you are flustered. Every 10 wits damage counts as a failed check with any remaining (including 0) forcing another check normally. If you are already flustered failing a wits check forces you out. If you are out failing a wits check usually means madness. You may recover wits in place of focus each time you earn focus during the game.

intellectcomposureknowledgegeniusperceptionmemoryvoicetauntwitssanitypoiseflusteredingenuity


Attack Tier Keywords Dice Blue/Red
Voice Short, Social (+dE = sense control) 1dE Wits / Grit

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.

Related Abilities

Template:Diligent Template:Poised Template:Quick Template:Perceptive Template:Shrewd


See Also


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