Difference between revisions of "Communication"
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Your expertise with word play, diplomacy, and trading. | Your expertise with word play, diplomacy, and trading. | ||
− | + | *'''Appraise.''' You may discover the value of an item. You ask for this usage, and the referee rolls the check in secret. Whether you succeed or fail you gain the base currency value and properties of the item. If you succeed, you learn of any mods or flaws the item possesses. | |
− | *Appraise. | + | *'''Buy.''' During the game, buying items requires a check against your [[negotiate]] skill score. A success allows you to purchase a reasonable item, plus inexpensive items equal to your success margin. On a failure you only gain one item, and it has a random [[flaw]]. If you attempt to by an expensive item you must become [[strapped]] or lose the [[prosperous]] state to make the attempt. |
− | + | *'''Convince.''' You attempt to change a target's opinion during a [[dispute]]. Your target must have either no sway or no grit. If you succeed the target switches to your intent and treats you as [[proven]] for the remainder of the dispute. | |
− | + | *'''Quip.''' You gain a single additional [[retort]] [[defense]]. You have that defense available until you use it, or until your next [[prelude]]. | |
− | You gain | + | *'''[[Retort]].''' You speak out against an influence based attack. You may retort with a normal [[defense]] or a [[guard]], and check against your [[negotiate]] skill score. You do suffer [[range]] penalties back to the attacker. If you are [[hidden]] using a retort immediately reveals you. |
− | + | *'''Sell.''' You may sell items as a project. This is rolled as a Complication. The base target is 10, and you must have at least 10 Reasonable items to make the attempt. Each time you check, you lose items equal to your success margin or failure margin. If you reach the target, you either eliminate [[strapped]] or gain [[prosperous]]. The consequence for failing is losing items without gaining anything towards the target, essentially selling them without profit. If you run out of items the project ends. If you are selling an expensive item, you roll a single check and you eliminate Strapped or become Prosperous if you succeed. If you fail you lose either the item or 1 [[focus]]. | |
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− | *Convince. You attempt to change a target's opinion | + | |
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− | *Sell. | + | |
==Unlock Abilities== | ==Unlock Abilities== |
Revision as of 22:46, 6 April 2014
Your expertise with word play, diplomacy, and trading.
- Appraise. You may discover the value of an item. You ask for this usage, and the referee rolls the check in secret. Whether you succeed or fail you gain the base currency value and properties of the item. If you succeed, you learn of any mods or flaws the item possesses.
- Buy. During the game, buying items requires a check against your negotiate skill score. A success allows you to purchase a reasonable item, plus inexpensive items equal to your success margin. On a failure you only gain one item, and it has a random flaw. If you attempt to by an expensive item you must become strapped or lose the prosperous state to make the attempt.
- Convince. You attempt to change a target's opinion during a dispute. Your target must have either no sway or no grit. If you succeed the target switches to your intent and treats you as proven for the remainder of the dispute.
- Quip. You gain a single additional retort defense. You have that defense available until you use it, or until your next prelude.
- Retort. You speak out against an influence based attack. You may retort with a normal defense or a guard, and check against your negotiate skill score. You do suffer range penalties back to the attacker. If you are hidden using a retort immediately reveals you.
- Sell. You may sell items as a project. This is rolled as a Complication. The base target is 10, and you must have at least 10 Reasonable items to make the attempt. Each time you check, you lose items equal to your success margin or failure margin. If you reach the target, you either eliminate strapped or gain prosperous. The consequence for failing is losing items without gaining anything towards the target, essentially selling them without profit. If you run out of items the project ends. If you are selling an expensive item, you roll a single check and you eliminate Strapped or become Prosperous if you succeed. If you fail you lose either the item or 1 focus.
Unlock Abilities
A high score in Negotiate is required for some abilities:
See Also
Skill Cost
Version 2.5.0
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