Sense

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

  • Flexibility: If you are using concepts you can spend points up to your sense, called flex points, on options not offered by your concept.
  • Interrogation: When you suspect someone is lying you may roll a contest between your sense and the suspect's appearance. If you win you learn whether the answer is true, partially true, or false. If you lose you learn nothing about the truthfulness of the answer.
  • Languages: You begin play with language assets equal to your sense.
  • Memory: You may check against sense to have your character remember something that you forgot. The referee may impose a penalty for obscure information, or provide it without a check as appropriate.
  • Perception: The referee may ask for a sense check to determine if you spot an important detail, or understand the significance of something you do see. If you want to retry you must stop and use a project. During an encounter you may use a snap and roll to try to eliminate a hidden decoy, or use a defense to detect a surprise attack.
  • Voice: Verbal attacks usually use your communication skill against a target within short range. A success deals your voice effects, and represents trickery, flirtation, insults, debate, or any other oratory. Voice rolls 1dE and is social, adding effect dice equal to your sense score. Blue results deal wits, and red results deal grit.
  • Wits: Heroes start with (5+sense) wits. Wits damage temporarily eliminates them. If you suffer wits damage but have no hits to lose you make a check and are flustered if you fail. A second failure knocks you out, and a third risks insanity. Every three wits requires an extra level of success to avoid flustering, and the difference between your success levels rolled and needed is the number of times you are flustered.
Attack Tier Keywords Dice Blue/Red
Voice Short, Social (+dE = sense control) 1dE Wits / Grit

Related Abilities

  • Concentrate: You start each session with an extra focus, and gain a bonus on checks that you spend a project doing.
  • Disguise: Used to change your own features with makeup and accessories. Your true features count as Concealed. Drastic physical differences (including body type, gender, and species) apply a Penalty. You can attempt a limited disguise—just looking like someone else, anyone else—with as little as a minor change to clothing. More intentional transformations, or impersonating a specific individual require a Disguise Kit to even make the attempt. When you’re impersonating someone and arouse suspicion you must roll the lower Save between your Convince and your Conceal to keep up your ruse. You can roll to disguise someone else, but they suffer the Penalty on Conceal Saves if they don’t also have the Disguise Cascade.
  • Notice: The Referee may ask for a Sense Save to spot an important detail—or register the significance of something you otherwise automatically perceive. Notice applies during many Encounters. This happens when foes are setting up an Ambush, and you must Save to start the Exchange normally. A success may even abort the ambush entirely—some foes won’t attack if their approach is noticed. If you potentially reveal a character’s Trait during a conversation a Good Notice Save confirms your suspicion. On a Bad roll you know you missed something, but don’t know why the Referee asked you to Save unless it becomes obvious later. You do still have a feeling, so it’s legitimate to actively probe for what you may have missed, assuming you have time to.
  • Rein: You gain a bonus on fear and wits checks.
  • Repair: You gain a bonus on checks to fix damaged items, and items don't take damage or material loss from a failure margin.

See Also


Version 2.5.2
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