Diplomacy

You influence others through negotiation and flattery. Diplomacy normally uses your Charisma modifier.


Diplomacy Untrained Actions


Gather Information

Exploration
Secret

You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic. The GM determines the DC of the check and the amount of time it takes (typically 2 hours, but sometimes more), along with any benefit you might be able to gain by spending coin on bribes, drinks, or gifts.

     *If you are Trained in Deception, you can use Deception to Gather Information to hide what you're really searching for. Anyone trying to discover what you're searching for must succeed on a Gather Information check with a DC equal to your Deception DC or the DC of your Gather Information check, whichever is higher.*

Success You collect information about the individual or topic. The GM determines the specifics.

Critical Failure You collect incorrect information about the individual or topic.

 


Sample Gather Information Tasks

Untrained talk of the town
Trained common rumor
Expert obscure rumor, poorly guarded secret
Master well-guarded or esoteric information
Legendary information known only to an incredibly select few, or only to extraordinary beings


Make an Impression

Auditory
Concentrate
Exploration
Linguistic
Mental

With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable. At the end of the conversation, attempt a Diplomacy check against the Will DC of one target, modified by any circumstances the GM sees fit. Good impressions (or bad impressions, on a critical failure) last for only the current social interaction unless the GM decides otherwise.

     *If you are trying to Make an Impression with a particular group of people and another skill might be more applicable (such as Society for a group of nobles, Arcana for a group of mages, etc), you can use the other skill instead, as long as you are at least Trained in that skill.*

     *The number of people you can affect increases as your proficiency rank increases. You can Make an Impression on up to two people if you are Trained, up to four people if you are an Expert, up to ten if you're a master, and 25 if you're legendary.*

Critical Success The target’s attitude toward you improves by two steps.

Success The target’s attitude toward you improves by one step.

Critical Failure The target’s attitude toward you decreases by one step.



Changing Attitudes

Your influence on NPCs is measured with a set of attitudes that reflect how they view your character. These are only a brief summary of a creature's disposition. The GM will supply additional nuance based on the history and beliefs of the characters you're interacting with, and their attitudes can change in accordance with the story. The attitudes are detailed on the Conditions page and are summarized here.

Helpful: Willing to help you and responds favorably to your requests.

Friendly: Has a good attitude toward you, but won't necessarily stick their neck out to help you.

Indifferent: Doesn't care about you either way. (Most NPCs start out indifferent.)

Unfriendly: Dislikes you and doesn't want to help you.

Hostile: Actively works against you—and might attack you just because of their dislike.

No one can ever change the attitude of a player character with these skills. You can roleplay interactions with player characters, and even use Diplomacy results if the player wants a mechanical sense of how convincing or charming a character is, but players make the ultimate decisions about how their characters respond.



Request [A]

Auditory
Concentrate
Linguistic
Mental

You can make a request of a creature that’s friendly or helpful to you. You must couch the request in terms that the target would accept given their current attitude toward you. The GM sets the DC based on the difficulty of the request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them.

Critical Success The target agrees to your request without qualifications.

Success The target agrees to your request, but they might demand added provisions or alterations to the request.

Failure The target refuses the request, though they might propose an alternative that is less extreme.

Critical Failure Not only does the target refuse the request, but their attitude toward you decreases by one step due to the temerity of the request.

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