Simplified Social Actions
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C4 Action.md
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C4 Action.md
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@ -264,38 +264,30 @@ TN | Surface
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14 | Climbing
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## Social Actions <a name="socialActions"></a>
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Player characters can attempt to persuade NPCs into doing something they want.
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This is an opposed roll with [Accumulative Success](#accumulatedSuccess) equal
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to Disposition + NPCs Psyche + Requst modifiers.
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Characters can attempt to persuade NPCs into doing something they want. They
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could could do this with the Deception, Intimidation, Negotiation, or Wrangle
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skill. Characters can only attempt to make persuade an NPC once per scene with a
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specific skill.
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Characters can only attempt to make progress on their request once per scene,
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however they may also change their request and use their current MoS against
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the new request.
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NPCs may attempt to use these skills against a PC, aside from Deception, the GM
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will test the skill and report how convincing it is and the PCs can determine
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how they want to react.
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**Disposition:** Describes how much an NPC likes another character. Initial
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disposition usually only ranges form unfriendly to friendly. Tho other factors
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may effect this.
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Antagonistic or hostile NPCs will not willingly help, but their disposition can
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be improved or intimidated. Cooperative and supportive NPCs will fulfill
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simple/beneficial requests without needing a test.
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disposition usually are usually Friendly or Neutral.
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**Request:** The nature of the request will also effect how an NPC reacts, if
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it effects them or someone they care about it is more likely to be denied. Some
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requests are are so far out of character that the NPC will just reject them
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outright.
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it negativly effects them or someone they care about it is more likely to be
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denied. Some requests are are so far out of character that the NPC will just
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reject them outright.
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**Social Requests Modifiers**
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Situation | MoS
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Situation | TN
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--- | :---:
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**NPC Disposition** |
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Hostile | 6
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Antagonistic | 5
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Unfriendly | 4
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Indifferent | 3
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Neutral | 4
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Friendly | 2
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Cooperative | 1
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Supportive | 0
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**Request** |
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Simple/short | -1
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Complex/long | +1
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@ -303,13 +295,6 @@ Violates NPC's values | +2
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Beneficial to NPC | -3
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Dangerous to NPC | +3
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### Influencing disposition
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Sometimes characters will want to change the disposition of a character. To do
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this the character will need to spend some time with the NPC, at least a scene,
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and make an opposed test influence them, usually *Negotiation + Charisma* vs
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*Negotiation + Psyche*. If successful the NPC's disposition changes by one
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stage, a fumble causes the disposition to go in the undesired direction.
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## Resolving Combat <a name="resolvingCombat"></a>
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Many stories will involve some form of combat, an exciting high-speed chase, a
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shootout or a grand showdown. There is nothing quite as a satisfying as finally
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