Difference between revisions of "XerExaltedLite/Socialize"
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[[/Beliefs|Beliefs]] are special situations. Everyone holds a few things sacred, including themselves, and these are measured by the number and individual strengths of what they believe in. The belief rules are largely optional, but they are recommended for Storytellers who want a good grasp of what it takes for a Solar to convert an Immaculate Monk. | [[/Beliefs|Beliefs]] are special situations. Everyone holds a few things sacred, including themselves, and these are measured by the number and individual strengths of what they believe in. The belief rules are largely optional, but they are recommended for Storytellers who want a good grasp of what it takes for a Solar to convert an Immaculate Monk. | ||
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== Socialize Uses == | == Socialize Uses == | ||
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=== Bribes === | === Bribes === | ||
'Greasing the Wheels', hand gifts, and so on... | 'Greasing the Wheels', hand gifts, and so on... | ||
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Roses hiding behind other names aside, if an official is blunt enough about the desire for a Bribe, the cost may be haggled (see above) but there is no need to roll. Each roll covers one minute. | Roses hiding behind other names aside, if an official is blunt enough about the desire for a Bribe, the cost may be haggled (see above) but there is no need to roll. Each roll covers one minute. | ||
− | Convincing an official to accept a bribe is a | + | Convincing an official to accept a bribe is a Manipulation + Socialize (Sweet Talk) roll, opposed by the official depending on the situation: |
* If there is little risk of punishment and the official has few compunctions, only Temperance. | * If there is little risk of punishment and the official has few compunctions, only Temperance. | ||
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* If both of the above, or if there is significant risk or the official is above reproach, Temperance + Willpower + Intelligence. | * If both of the above, or if there is significant risk or the official is above reproach, Temperance + Willpower + Intelligence. | ||
− | A number of extra successes equal to the official's Willpower | + | A number of extra successes equal to the official's Willpower * permanent Essence will mean that the official will accept a bribe. This still has a cost - though it may be haggled as above. |
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=== Buying and Selling === | === Buying and Selling === | ||
− | Haggling is an extended roll, each roll taking about a minute. Characters roll Presence, | + | Haggling is an extended roll, each roll taking about a minute. Characters roll Presence, Manipulation, or Wits, plus Socialize (Haggle). The winner of the previous Turn has their effecive difficulty raised by the number of extra successes they currently have. |
− | Buyers will typically favor Wits, while sellers Presence, though more illicit goods will fall through | + | Buyers will typically favor Wits, while sellers Presence, though more illicit goods will fall through Manipulation. Once a final turn is agreed, extra successes for either side modify the result about 5% in their favor, each. |
At extreme levels, this kind of swindling represents clever plays on numbers - getting an expensive mansion for 'free' means that the Character did some very inventive trading of goods, favors, and who wants to know what else. | At extreme levels, this kind of swindling represents clever plays on numbers - getting an expensive mansion for 'free' means that the Character did some very inventive trading of goods, favors, and who wants to know what else. | ||
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=== Bureaucratic Maneuvering === | === Bureaucratic Maneuvering === | ||
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The everyday favor trading, paperwork, and other nonsense falls into this category. This is an extended roll, with each roll representing an hour of work. Characters roll any Attribute + Socialize (Bureaucracy) depending on their goals and means. | The everyday favor trading, paperwork, and other nonsense falls into this category. This is an extended roll, with each roll representing an hour of work. Characters roll any Attribute + Socialize (Bureaucracy) depending on their goals and means. | ||
The exact effects are Storyteller determined, and will vary wildly from system to system, time to time and situation to situation. | The exact effects are Storyteller determined, and will vary wildly from system to system, time to time and situation to situation. | ||
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=== Making Friends === | === Making Friends === | ||
− | + | This effect typically requires role play - not for lack of system, but different people respect different traits, and this is impossible to emulate completely. Manipulation or Presence + Socialize (Chitchat) against a difficulty set by differences in outlook and station works well for passing by awkward introductions, if need be. | |
− | This effect typically requires role play - not for lack of system, but different people respect different traits, and this is impossible to emulate completely. | ||
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=== Poisoning the Wells === | === Poisoning the Wells === | ||
− | + | This skill represents the subtle persuasion of attempting to turn opinion against someone. It is an extended Manipulation + Socialize (Gossip) roll, with a base difficulty set by the perceived integrity of the target, and the overall Wits of those who need convincing. | |
− | This skill represents the subtle persuasion of attempting to turn opinion against someone. It is an extended | ||
Successes are divided between the number of people convinced (on a one for one basis) and how thoroughly they are convinced. Typically, successes past the target's Intelligence are required to truly begin to work damage. | Successes are divided between the number of people convinced (on a one for one basis) and how thoroughly they are convinced. Typically, successes past the target's Intelligence are required to truly begin to work damage. | ||
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=== Sensing Social Situations === | === Sensing Social Situations === | ||
This is an extended Intelligence + Socialize (Wallfly) roll, each roll taking an hour of work. | This is an extended Intelligence + Socialize (Wallfly) roll, each roll taking an hour of work. | ||
The difficulty depends on the alienation the Character suffers and the complexity of the society. Tribes may be strange and xenophobic, but people spend centuries studying Realm politic and still get bitten in the end. | The difficulty depends on the alienation the Character suffers and the complexity of the society. Tribes may be strange and xenophobic, but people spend centuries studying Realm politic and still get bitten in the end. | ||
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== Comments == | == Comments == |
Revision as of 04:36, 7 June 2005
Contents
Socialize
- /Beliefs - Types and structure of beliefs.
Observant readers might note that many extended rolls take place minutely. In some places, this may be referred to as a Social Turn. Each character has a set of 'social health levels' equal to their Willpower plus Permanent Essence. Once eroded by the chosen method of persuasion, the loser falters. The exact effect is determined by what was attempted, and is listed under each individual skill - /Lore, /Expression, and /Might being other major ones.
Beliefs are special situations. Everyone holds a few things sacred, including themselves, and these are measured by the number and individual strengths of what they believe in. The belief rules are largely optional, but they are recommended for Storytellers who want a good grasp of what it takes for a Solar to convert an Immaculate Monk.
Socialize Uses
Bribes
'Greasing the Wheels', hand gifts, and so on...
Roses hiding behind other names aside, if an official is blunt enough about the desire for a Bribe, the cost may be haggled (see above) but there is no need to roll. Each roll covers one minute.
Convincing an official to accept a bribe is a Manipulation + Socialize (Sweet Talk) roll, opposed by the official depending on the situation:
- If there is little risk of punishment and the official has few compunctions, only Temperance.
- If there is a decent risk, or the official consideres her duty important, Temperance + Willpower.
- If both of the above, or if there is significant risk or the official is above reproach, Temperance + Willpower + Intelligence.
A number of extra successes equal to the official's Willpower * permanent Essence will mean that the official will accept a bribe. This still has a cost - though it may be haggled as above.
Buying and Selling
Haggling is an extended roll, each roll taking about a minute. Characters roll Presence, Manipulation, or Wits, plus Socialize (Haggle). The winner of the previous Turn has their effecive difficulty raised by the number of extra successes they currently have.
Buyers will typically favor Wits, while sellers Presence, though more illicit goods will fall through Manipulation. Once a final turn is agreed, extra successes for either side modify the result about 5% in their favor, each.
At extreme levels, this kind of swindling represents clever plays on numbers - getting an expensive mansion for 'free' means that the Character did some very inventive trading of goods, favors, and who wants to know what else.
Bureaucratic Maneuvering
The everyday favor trading, paperwork, and other nonsense falls into this category. This is an extended roll, with each roll representing an hour of work. Characters roll any Attribute + Socialize (Bureaucracy) depending on their goals and means.
The exact effects are Storyteller determined, and will vary wildly from system to system, time to time and situation to situation.
Making Friends
This effect typically requires role play - not for lack of system, but different people respect different traits, and this is impossible to emulate completely. Manipulation or Presence + Socialize (Chitchat) against a difficulty set by differences in outlook and station works well for passing by awkward introductions, if need be.
Poisoning the Wells
This skill represents the subtle persuasion of attempting to turn opinion against someone. It is an extended Manipulation + Socialize (Gossip) roll, with a base difficulty set by the perceived integrity of the target, and the overall Wits of those who need convincing.
Successes are divided between the number of people convinced (on a one for one basis) and how thoroughly they are convinced. Typically, successes past the target's Intelligence are required to truly begin to work damage.
Sensing Social Situations
This is an extended Intelligence + Socialize (Wallfly) roll, each roll taking an hour of work.
The difficulty depends on the alienation the Character suffers and the complexity of the society. Tribes may be strange and xenophobic, but people spend centuries studying Realm politic and still get bitten in the end.