Difference between revisions of "Communication"

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Your diplomacy and trade expertise. Controlled by [[heart]].  
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Wordplay and trade.
*'''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 [[profit]] to attempt 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]].  
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*'''Buy.''' During the game, buying items requires a check against your [[communication]] 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 [[profit]] to attempt 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]].  
 
*'''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 populated regions.
 
*'''Persuade.''' During a [[dispute]] you may target neutral audience or a single personality as a [[social]] attack, and roll your [[taunt]] effects. Neutral audience equal to your sway results will join your intent. A targeted personality will join once your sway exceeds the target's wits. If the target has sway for a different intent they cancel out one for one.
 
*'''Persuade.''' During a [[dispute]] you may target neutral audience or a single personality as a [[social]] attack, and roll your [[taunt]] effects. Neutral audience equal to your sway results will join your intent. A targeted personality will join once your sway exceeds the target's wits. If the target has sway for a different intent they cancel out one for one.
 
*'''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 use a project to sell items as a complication with a target of 5. Your success margin is the number of reasonable items you sell. A failure margin is the number of reasonable items you sell without making progress to the target. Every 5 success margin gives you one profit asset. If you end up with failure margin in excess of the items you can sell, you lose a profit or become strapped. An expensive item may be sold with a single [[negotiate]] check. If the check succeeds you gain 2 profit, if it fails you gain only 1.
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*'''Sell.''' You may use a project to sell items as a complication with a target of 5. Your success margin is the number of reasonable items you sell. A failure margin is the number of reasonable items you sell without making progress to the target. Every 5 success margin gives you one profit asset. If you end up with failure margin in excess of the items you can sell, you lose a profit or become strapped. An expensive item may be sold with a single [[communication]] check. If the check succeeds you gain 2 profit, if it fails you gain only 1.
  
 
==Associated Abilities==
 
==Associated Abilities==

Revision as of 05:50, 29 October 2015

Wordplay and trade.

  • Buy. During the game, buying items requires a check against your communication 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 profit to attempt 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.
  • Monitor. You may use a project and a successful check to learn rumors in populated regions.
  • Persuade. During a dispute you may target neutral audience or a single personality as a social attack, and roll your taunt effects. Neutral audience equal to your sway results will join your intent. A targeted personality will join once your sway exceeds the target's wits. If the target has sway for a different intent they cancel out one for one.
  • 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 with a target of 5. Your success margin is the number of reasonable items you sell. A failure margin is the number of reasonable items you sell without making progress to the target. Every 5 success margin gives you one profit asset. If you end up with failure margin in excess of the items you can sell, you lose a profit or become strapped. An expensive item may be sold with a single communication check. If the check succeeds you gain 2 profit, if it fails you gain only 1.

Associated Abilities

  • Appease: You may retort tension and use communication to convince without taking a penalty.
  • Banter: Your voice gains +1dE and you gain a bonus on refuse checks.
  • Bargain: You spend a few days shopping around for Rare items or trying to get a good deal. Roll a Check, and if you succeed you can buy the item for one Cash Bill less. On a Bad roll you can’t find a deal and make no purchase at all. Rare items apply a –1 Penalty to the roll, and Scarce items are –2 to buy at all.
  • Manipulate: You gain a bonus on persuade checks. Pick a target and gain an extra bonus on all social checks against them. Once you choose a new target you have a penalty against the previous target.
  • Network: You gain a bonus on monitor checks to get rumors or gather information. You can spend a focus to create a friendly contact in a location who remains until killed or provoked.

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See Also


Skill Cost

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Version 2.5.1
©2014 Frameworks Games

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