Sense

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Your reason attribute indicates your intellect, 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.

Focus

Main article: Focus

Focus allows you to do extraordinary things. You have focus equal to your reason control. You may spend Focus before 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 1 focus each time you achieve a goal. The faults you take add other conditions where you may recover focus. Periods of tedium or special events may cost you focus.

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 (Tough 0) 10dots.gif 1dot.gif 1dot.gif 1dot.gif

Knowledge

Main article: 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 about the Game World that you don't. When you first encounter something you may ask for a check against your reason 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 languages 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.

Reflex

Main article: Reflex

In any encounter, each participant gets a turn. The order which you take your turn is called your reflex. All participants check against their reason score. The highest success margin goes first, and the largest failure margin goes last. For a tie, the higher reason score goes first, or roll a new contest if the scores are the same. Once established, this reflex order remains for the rest of the encounter. You can't change your reflex once it is set, but you may hesitate to act later.

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. Some circumstances force you to make a fear check. This is just a resolve check as above, but if you fail you lose grit equal to your failure margin, and are down if you have no grit to lose.

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.

Reason Skills

Main article: Skill

Your mental attribute control is used to determine the default score for all your mental skills: Detect, ??, and Study. The starting score is 5, plus your control. You may spend points to increase specific skills. If your reason control improves, all mental skill scores likewise increase. Modifiers for reason count towards all reason skills as well.

Skill Description
Operate Use, build, or repair items.
Sneak Scheme and avoid detection.
Study Spotting details and aiming weapons.

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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