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@ -266,7 +266,7 @@ TN | Surface
## Social Actions <a name="socialActions"></a> ## Social Actions <a name="socialActions"></a>
Player characters can attempt to persuade NPCs into doing something they want. Player characters can attempt to persuade NPCs into doing something they want.
This is an opposed roll with [Accumulative Success](#accumulatedSuccess) equal This is an opposed roll with [Accumulative Success](#accumulatedSuccess) equal
to Dispotion + NPCs Psyche + Requst modifiers. to Disposition + NPCs Psyche + Requst modifiers.
Characters can only attempt to make progress on their request once per scene, 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 however they may also change their request and use their current MoS against
@ -285,10 +285,10 @@ 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 requests are are so far out of character that the NPC will just reject them
outright. outright.
**Social requests Modifiers** **Social Requests Modifiers**
Situation | MoS Situation | MoS
--- | :---: --- | :---:
**NPC Dispostion** | **NPC Disposition** |
Hostile | 6 Hostile | 6
Antagonistic | 5 Antagonistic | 5
Unfriendly | 4 Unfriendly | 4
@ -304,11 +304,11 @@ Beneficial to NPC | -3
Dangerous to NPC | +3 Dangerous to NPC | +3
### Influencing disposition ### Influencing disposition
Sometimes characters will want to change the dispotion of a character. To do 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, 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 and make an opposed test influence them, usually *Negotiation + Charisma* vs
*Negotion + Psyche*. If sucessful the NPC's disposition changes by one *Negotiation + Psyche*. If successful the NPC's disposition changes by one
stage, a fumble causes the dispotion to go in the undisired direction. stage, a fumble causes the disposition to go in the undesired direction.
## Resolving Combat <a name="resolvingCombat"></a> ## Resolving Combat <a name="resolvingCombat"></a>
Many stories will involve some form of combat, an exciting high-speed chase, a Many stories will involve some form of combat, an exciting high-speed chase, a