Simplified Social Actions

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squeakypancakes 2024-11-09 18:01:47 -05:00
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@ -264,38 +264,30 @@ TN | Surface
14 | Climbing
## Social Actions <a name="socialActions"></a>
Player characters can attempt to persuade NPCs into doing something they want.
This is an opposed roll with [Accumulative Success](#accumulatedSuccess) equal
to Disposition + NPCs Psyche + Requst modifiers.
Characters can attempt to persuade NPCs into doing something they want. They
could could do this with the Deception, Intimidation, Negotiation, or Wrangle
skill. Characters can only attempt to make persuade an NPC once per scene with a
specific skill.
Characters can only attempt to make progress on their request once per scene,
however they may also change their request and use their current MoS against
the new request.
NPCs may attempt to use these skills against a PC, aside from Deception, the GM
will test the skill and report how convincing it is and the PCs can determine
how they want to react.
**Disposition:** Describes how much an NPC likes another character. Initial
disposition usually only ranges form unfriendly to friendly. Tho other factors
may effect this.
Antagonistic or hostile NPCs will not willingly help, but their disposition can
be improved or intimidated. Cooperative and supportive NPCs will fulfill
simple/beneficial requests without needing a test.
disposition usually are usually Friendly or Neutral.
**Request:** The nature of the request will also effect how an NPC reacts, if
it effects them or someone they care about it is more likely to be denied. Some
requests are are so far out of character that the NPC will just reject them
outright.
it negativly effects them or someone they care about it is more likely to be
denied. Some requests are are so far out of character that the NPC will just
reject them outright.
**Social Requests Modifiers**
Situation | MoS
Situation | TN
--- | :---:
**NPC Disposition** |
Hostile | 6
Antagonistic | 5
Unfriendly | 4
Indifferent | 3
Neutral | 4
Friendly | 2
Cooperative | 1
Supportive | 0
**Request** |
Simple/short | -1
Complex/long | +1
@ -303,13 +295,6 @@ Violates NPC's values | +2
Beneficial to NPC | -3
Dangerous to NPC | +3
### Influencing disposition
Sometimes characters will want to change the disposition of a character. To do
this the character will need to spend some time with the NPC, at least a scene,
and make an opposed test influence them, usually *Negotiation + Charisma* vs
*Negotiation + Psyche*. If successful the NPC's disposition changes by one
stage, a fumble causes the disposition to go in the undesired direction.
## Resolving Combat <a name="resolvingCombat"></a>
Many stories will involve some form of combat, an exciting high-speed chase, a
shootout or a grand showdown. There is nothing quite as a satisfying as finally