Difference between revisions of "Sense"

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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.
 
*'''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.
 
*'''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.
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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.
  
 
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Revision as of 07:16, 16 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.
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


Version 2.5.2
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