Interaction Talents
It is vital for any players to remember when using these talents that none of these talents is a form of mind control. The age-old example of no matter how well you roll the King will not get down and hand you their crown and kingdom due to rolling once very well.
Equally, these should not be used for player interactions with each other. These should be roleplayed by the players, rather than a simple numerical advantage forcing one player to do as another wishes.
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Diplomacy
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Diplomacy is the fine art of befriending and convincing.
Attribute: Fellowship
Type: Passive
Requirements: None
Duration: Constant
Action Points: None
Cool Down: None
Rank 1
Diplomacy - Add +5% to Fellowship when making a Diplomacy test.
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Rank 2
Schooled Reaction - Add your Fellowship modifier to your Diplomacy tests.
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Rank 3
Body Language - You can use Diplomacy with creatures that can't understand you, albeit it is at a Difficult -20% penalty.
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Rank 4
(Level 5 and higher)
Attribute: Fellowship
Type: Passive
Requirements: None
Duration: Constant
Action Points: None
Cool Down: None
Rank 1
Diplomacy - Add +5% to Fellowship when making a Diplomacy test.
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Rank 2
Schooled Reaction - Add your Fellowship modifier to your Diplomacy tests.
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Rank 3
Body Language - You can use Diplomacy with creatures that can't understand you, albeit it is at a Difficult -20% penalty.
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Rank 4
(Level 5 and higher)
Trust in Beauty - Add a percentage bonus equal to twice your Fellowship modifier to your Diplomacy tests.
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Negotiating in Trust - If violence hasn't broken out then the characters gains +10% to Diplomacy tests.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Considered Words - Gain an additional +5% for Diplomacy. Once per social encounter roll a Diplomacy test twice and take a better result.
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-- Or --
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Intimidation
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The somewhat less fine art of terrifying and cowering.
Attribute: Fellowship
Type: Passive
Requirements: None
Duration: Constant
Action Points: None
Cool Down: None
Rank 1
Intimidation - Add +5% to Fellowship when using Intimidate.
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Rank 2
Cruel Eyes - Add the character's Felloship modifiers to Intimidate tests
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Rank 3
Body Language - You can use Intimidation with creatures that can't understand you, albeit it at a Difficult -20% penalty.
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Rank 4
(Level 5 and higher)
Attribute: Fellowship
Type: Passive
Requirements: None
Duration: Constant
Action Points: None
Cool Down: None
Rank 1
Intimidation - Add +5% to Fellowship when using Intimidate.
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Rank 2
Cruel Eyes - Add the character's Felloship modifiers to Intimidate tests
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Rank 3
Body Language - You can use Intimidation with creatures that can't understand you, albeit it at a Difficult -20% penalty.
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Rank 4
(Level 5 and higher)
Physical Intimidation - Add a percentage bonus equal to twice your Physical Prowess modifier.
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Forced Surrender - If at least half of the enemies in a conflict have been defeated make a Hard (-20%) Intimidation check to get the rest to surrender. If an enemy could surrender but still refuses due to other reasons they take a -10% to all tests until your next turn.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Hard Gaze - Gain an additional +5% for Intimidation tests. Once per social encounter roll an Intimidation test twice and take a better result.
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-- Or --
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Verbal Sparring
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The art of putting down and showing up to others.
Attribute: Fellowship
Type: Passive
Requirements: None
Duration: Constant
Action Points: None
Cool Down: None
Rank 1
Verbal Sparring - Add +5% to Fellowship during a verbal spar.
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Rank 2
Verbal Riposte - Add +10% to Fellowship if you can tailor your response to the comment or the person making them. The GM will have the final decision on if it's applicable.
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Rank 3
Duelist of Words - Add +5% to Fellowship during a verbal spar.
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Rank 4
(Level 5 and higher)
Attribute: Fellowship
Type: Passive
Requirements: None
Duration: Constant
Action Points: None
Cool Down: None
Rank 1
Verbal Sparring - Add +5% to Fellowship during a verbal spar.
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Rank 2
Verbal Riposte - Add +10% to Fellowship if you can tailor your response to the comment or the person making them. The GM will have the final decision on if it's applicable.
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Rank 3
Duelist of Words - Add +5% to Fellowship during a verbal spar.
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Rank 4
(Level 5 and higher)
Acid Tongue - Reduce your reputation by 1d10 to inflict a negative condition on your target. You can only use this once per social encounter and lasts for the encounter.
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-- Or --
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Gentle Rebuke - Reduce your reputation by 1d10 to grant yourself a positive condition. You can only use this once per social encounter and lasts for the encounter.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Spot the Tell - Make a Perception test before you respond. On a success, you can either gain an insight into the most suitable response or add +10% on your fellowship test.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Playing the Crowd - If you are verbally sparing in a public space, you shine. You gain +10% to Fellowship and can choose to re-roll a Fellowship test made during a verbal spar, but only once per encounter.
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-- Or --
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Deception
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Lying and misdirection can be more powerful than a sword and pistol
Attribute: Fellowship
Type: Passive
Requirements: None
Duration: Constant
Action Points: None
Cool Down: None
Rank 1
Deception -You can add +5% to Fellowship Test to see if you're lying.
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Rank 2
Honest Eyes - You add +5% to try and see if someone is being dishonest.
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Rank 3
Silver Tongue - Add an additional 5% to Fellowship when deceiving a target.
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Rank 4
(Level 5 and higher)
Attribute: Fellowship
Type: Passive
Requirements: None
Duration: Constant
Action Points: None
Cool Down: None
Rank 1
Deception -You can add +5% to Fellowship Test to see if you're lying.
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Rank 2
Honest Eyes - You add +5% to try and see if someone is being dishonest.
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Rank 3
Silver Tongue - Add an additional 5% to Fellowship when deceiving a target.
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Rank 4
(Level 5 and higher)
Incite Paranoia - On a Challenging Fellowship test you plant a seed of doubt, making someone less trusting of their own allies.
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Magically Honest, Really - Magic that would normally reveal a lie only works if the character fails an Easy (+10%) Fellowship Save.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Blatant Lie - On a successful Fellowship test the target believes an utterly outrageous fabrication for 1d4 minutes, until they verify it somehow. They will usually be quite annoyed once this is revealed but will act accordingly until they do.
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-- Or --
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Barter
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The art of the deal
Attribute: Fellowship
Type: Passive
Requirements: None
Duration: Constant
Action Points: None
Cool Down: None
Rank 1
Barter - On a successful Fellowship test gain an additional 5% on either buying or selling goods.
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Rank 2
Showman - Add +5% to Fellowship wen Bartering.
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Rank 3
Rare Stocks - On a successful Fellowship check the shops will contain 1d3 additional unusual items.
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Rank 4
(Level 5 and higher)
Attribute: Fellowship
Type: Passive
Requirements: None
Duration: Constant
Action Points: None
Cool Down: None
Rank 1
Barter - On a successful Fellowship test gain an additional 5% on either buying or selling goods.
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Rank 2
Showman - Add +5% to Fellowship wen Bartering.
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Rank 3
Rare Stocks - On a successful Fellowship check the shops will contain 1d3 additional unusual items.
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Rank 4
(Level 5 and higher)
Budding Merchant - On a successful Fellowship test you will sell and buy items with a 10% improvement in price.
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Rarest Stocks - You can reach out, searching through contacts to see if you can find unique and unusual items. On a successful Fellowship, you may get a hit, or the GM may simply drop a hint or simply give a name. It will rarely be as simple
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Merchant Prince - When selling or buying gain an additional 10% improvement on the price.
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-- Or --
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