Difference between revisions of "Communication"

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__NOTOC__
 
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Your expertise with word play, diplomacy, and trading.  
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Your diplomacy and trade expertise. Controlled by [[heart]].  
*'''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.
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*'''Buy.''' During the game, buying items requires a check against your [[negotiate]] skill score. A success allows you to purchase a reasonable item without becoming [[strapped]]. If you attempt to by an expensive item you must become [[strapped]] (or lose [[prosperous]]) to try the check. If the check succeeds you purchase the item without issue. If it fails you still gain the item, but it has a random [[flaw]].  
*'''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.  
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*'''Convince.''' During a [[dispute]] you may target either the neutral audience, or any personality with no grit. If you succeed against neutral audience then individuals equal to your success margin join your intent. A targeted personality will automatically attempt an [[insight]] defense to contest your success margin. If you win the target will join your intent, otherwise the personality will remain neutral.
*'''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.
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*'''Monitor.''' You may use a project and a successful check to learn rumors in populated regions.
*'''Monitor.''' You may use a project and a successful check to learn rumors in an urban region.
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*'''Quip.''' You gain a single additional [[retort]] [[defense]]. You have that defense available until you use it, or until your next [[prelude]].
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*'''Retort.''' A special [[insight]] against [[social]] attacks. A retort requires a [[guard]] but cooperates with all other targets of the attack.
 
*'''Retort.''' A special [[insight]] against [[social]] attacks. A retort requires a [[guard]] but cooperates with all other targets of the attack.
*'''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 do not sell the item and discover a new flaw in it.
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*'''Sell.''' You may use a project to sell items as a complication. The margin you are going for is called profit. 5 profit will eliminate strapped, and 10 profit will add prosperous. 50 profit generates a treasure. Your success margin allows you to sell a reasonable item and gain 1 profit. Your failure margin is reasonable items that you sell without gaining profit. If you don't have enough items to cover your failure margin the remainder is taken out of profit (if any). Selling an expensive item is a single check, and generates 5 profit on a failure or 10 profit on a success.
  
 
==Unlock Abilities==
 
==Unlock Abilities==
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*[[Skill]]
 
*[[Skill]]
 
*[[Command]]
 
*[[Command]]
*[[Intensity]]
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*[[Heart]]
 
*[[Perform]]
 
*[[Perform]]
  
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{{SkillCost}}
 
{{SkillCost}}
  
{{V250}}
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{{V251}}
  
 
[[Category:Skill]]
 
[[Category:Skill]]

Revision as of 02:50, 27 October 2014

Your diplomacy and trade expertise. Controlled by heart.

  • Buy. During the game, buying items requires a check against your negotiate skill score. A success allows you to purchase a reasonable item without becoming strapped. If you attempt to by an expensive item you must become strapped (or lose prosperous) to try the check. If the check succeeds you purchase the item without issue. If it fails you still gain the item, but it has a random flaw.
  • Convince. During a dispute you may target either the neutral audience, or any personality with no grit. If you succeed against neutral audience then individuals equal to your success margin join your intent. A targeted personality will automatically attempt an insight defense to contest your success margin. If you win the target will join your intent, otherwise the personality will remain neutral.
  • Monitor. You may use a project and a successful check to learn rumors in populated regions.
  • Retort. A special insight against social attacks. A retort requires a guard but cooperates with all other targets of the attack.
  • Sell. You may use a project to sell items as a complication. The margin you are going for is called profit. 5 profit will eliminate strapped, and 10 profit will add prosperous. 50 profit generates a treasure. Your success margin allows you to sell a reasonable item and gain 1 profit. Your failure margin is reasonable items that you sell without gaining profit. If you don't have enough items to cover your failure margin the remainder is taken out of profit (if any). Selling an expensive item is a single check, and generates 5 profit on a failure or 10 profit on a success.

Unlock Abilities

A high score in Negotiate is required for some abilities:

See Also

Skill Cost

Template:SkillCost


Version 2.5.1
©2014 Frameworks Games

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