Sense

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Your mental attribute indicates your reason, experience, will, and the overall development of your mind.

Cultivation

Cultivation allows you to broaden your concept's offers. You can add a Tag or increase a tag to a prime a number of times equal to your intellect control. Note that you can take any ability up to Level 1 or improve any Skill up to +3, but only cultivation or your concept allows you to improve beyond that.

Fear

Main article: Fear

Some circumstances force you to make a fear check. Roll against your intellect score. If you succeed there is no effect. If you fail you are Stunned and gain a Resolve marker, regardless of whether you have grit or not.

Focus

Main article: Focus

Focus is a representation of your discipline and concentration, and it allows you to do extraordinary things. You have focus equal to your intellect control. Once each round you may spend focus before you roll a check and that check automatically triumphs. Abilities may add new uses for focus. You recover one focus each time you achieve a goal.


Resolve

Main article: Resolve

When you suffer grief that isn't absorbed your your own grit bubbles (see Grit above) you must roll a resolve check against your intellect score. If the check fails, you'll gain a Resolve marker. If the attack deals more than one grief, your success margin must beat the number of extra grief to avoid the marker. Every 10 grief automatically causes a marker, and then you check for any remaining grief normally.

Example: Pounded Pete has an intellect 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 2 or more. Pete rolls a 10 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 success margin of 4 or higher to avoid a second Resolve marker.


Grit

Main article: Grit

You have grit equal to your intellect score. Every grief result you take eliminates one of your grit. Excess grief causes a resolve check.

Condition -2 Out
Grit (Resolve)
Pad 0
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Influence

Main article: Influence

Influence is your ability to coerce others, and resist coercion yourself. Your starting Influence is equal to your Experience Extract. Having Influence at all marks you as special, and you are a Personality in any Dispute rather than Audience. The more Influence you have, the more you are respected. The individual with the highest Influence is usually either the leader or the largest threat to the leader. Certain abilities add benefits to Followers in your Company so long as they are within range of your Influence. In an Encounter, your current Influence is the number of Areas away the benefit reaches. Note that if your Influence is 0 it still affects adjacent Areas. Opponents may use the Perform Action to Slander you and undermine your Influence, unless you Retort. Each time you gain a Resolve marker you also lose one Influence. If you gain the Dishonored state you lose all Influence. When you achieve Goals, you recover lost Influence equal to the AP value of the goal. When you gain Fame any lost Influence is immediately recovered.

Languages

Main article: Languages

Your intellect control is the number of Languages you can learn. You can leave languages unassigned, which allows you to learn new languages during the game. You add a tension Penalty (-2) on mental checks against a target who does not share a language with you. The Languages you know also reflect your cultural background, and affect what knowledge is common, obscure, or simply unknown to you. Languages are listed for each Game World. You may learn a language by dedicating a full respite to it and making a successful intellect check.

Mental Skills

Main article: Skill

Your mental attribute control is used to determine the default score for all your mental skills: Command, Detect, Explore, Invent, Negotiate, and Perform. The starting score is 5, plus your control. You may spend points to increase specific skills. If your Control improves, all mental skill scores likewise increase.

Skill Description
Command Ranged attacks and precision.
Detect Melee attacks and defenses.
Explore Running, jumping, and tumbling.
Invent Controlling devices and vehicles.
Negotiate Healing, crafting, and fixing.
Perform Avoiding detection.


Knowledge

Main article: Knowledge

Any knowledge that you the player have, your character also knows automatically (or at least has instincts that amount to the same thing). However the character may know something about the Game World that you don't! When you first encounter something you may ask for a check against Experience to see if you have encountered 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 Languages you know impact your cultural background, and thus affect what knowledge may be considered common, obscure, or simply unknown to you. Obscure topics give a Penalty (-2) to this check. If you fail, you may not check on the same topic again, and must use Research to learn more.


Research

Main article: Research

Research is similar to a Memory check, but instead of recalling information you already have, you are investigating information from new sources. It requires a Project to attempt research, and a location with the Library keyword. The information the Referee provides on a successful check against your Reason score is limited to what is available from your research materials. The more appropriate the materials, the more likely your check will produce results. If the materials have nothing relevant a successful check reveals this as well. You may retry research, but once you have achieved success you won't gain any new knowledge unless the materials are updated or you try a different Library. The Obscure Penalty (-2) applies to Research topics as well as Memory.

Memory

Main article: Memory

Any detail that you the player have, or have written down, your character automatically remembers. If you can't remember but know it came up during a game session (or it has been otherwise established as something your character knew) then you may ask for a check against Reason. If the check succeeds the Referee will tell you the relevant information, or proceeds as though the character has and acts on the relevant information, or just states that the information is recalled but not really relevant. If no players or the Referee remember, the Referee is free to improvise new information and provide it as though that's what it was all along. Some information may be Obscure, and give a Penalty (-2) to this check. If you fail, you may not check on the same topic again, and must use Research to learn more.



Attribute Point Cost

Score Points Control Base Skill
6 -8 1 6-
7 -6 1 6-
8 -4 1 6-
9 -1 2 7-
10 0 2 7-
11 1 2 7-
12 4 3 8-
13 6 3 8-
14 8 3 8-
15 12 4 9-
16 15 4 9-
17 18 4 9-
18 23 5 10-

See Also


Version 2.5.0
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