Nov 26, 2016 1:17 am
RULES ON SOCIAL INTERACTIONS AND HOW TO USE THEM
The Interconnected Nature of Social Skills, Cool, and Discipline, and Fear
Social Skills, Cool, and Discipline are the components needed to bring the story to life. They interact as follows:
Coercion, Deception, Leadership and Fear are resisted by Discipline.
Charm is resisted by Cool.
Negotiation is opposed by Negotiation or resisted by Cool. The subtle difference here is that Cool won't Negotiate for a better deal, it will simply resist the Negotiator's attempt to make a better deal. If both sides are using Negotiation, either side may gain ground and come out on top.
Using Social Skills
Below are the rules for using social skills. Keep in mind that they aren't always exclusive, and can sometimes be paired with one another to great effect, or disaster, depending on your skill levels and the dice.
Deception: If there is even a shred of untruth or dishonesty in your social interaction, it requires a Deception check, which can be made along with other social skills. For example, trying to Charm someone while lying about your attraction to them ("Jabba, you're so beautiful!)", lying to someone while trying to use Coercion ("This gun is loaded!") or by itself ("I'm a Jedi, I swear it!").
If you are being lied to, Discipline is used to detect this. I will make a secret roll for you to detect the lie(s). Knowing the result of the roll makes no sense... they are lying. I'm not perfect though, if you're expecting a lie to come your way, feel free to make a small OOC note at the bottom of your post to remind me to check your Discipline against it. That will be your best way of looking out for a lie.
Charm: Whether socially graceful or just charismatic, you have a way of getting other people to like you. Social interactions by the character that solely use Charm do not contain untruths; even the slightest degree of a lie in the attempt requires a Deception check to be made instead or alongside the Charm attempt, depending on your goal.
Coercion: Whether you're just plain scary or you have mastered the art of instilling fear, you know how to get others to do what you want using threats, whether implied, veiled, or direct. Useful to get your way, avoid fights, interrogate others, and even torture them. Including untruths in your Coercion attempts requires a Deception roll to be paired with it.
Negotiation: The art of making the deal. Whether a price, the release of hostages, or a peace treaty, Negotiation is used to sweeten the pot and get more of what you want. Negotiations can be paired with other social skills. For example, Charm ("Nice place you have here!), Deception ("Trust me, you'll get the credits once the hostages are released.") and Coercion ("I suppose you could say no... but that could be a big mistake for you." For the sake of expedience, Negotiation skill checks, paired with other skills or alone, will almost always come down to one roll. Also, Coercion attempt above is more subtle than a flat out threat. It implies a degree of 'maybe' in it, as opposed to the pure Coercion of "Hand over the planet or die." Also, it is part of a Negotiation, you aren't just extorting the NPC here, they may get something out of the deal as well. The Negotiation aspect, paired with the Coercion, allows for the contextual possibility of making a deal, wherein the NPC can counteroffer, depending on the roll.
Leadership: You've got political finesse and know how to sway the opinion of groups in public venues, typically toward political action. You can help allies overcome fear, and even earn the allegiance of NPC's with excellent dice results (highly variable chances, depending on the NPC and the situation, but requires a Triumph at the very least). Their allegiance is highly variable as well, depending on the NPC, how you treat them, their previous loyalties, and various factors including, but not limited to, the political climate.
Fear: Not really a social interaction or skill, but worth mentioning. There will be times where you must make a check against Discipline for fear (Vader shows up, you see a Rancor, etc).
The Interconnected Nature of Social Skills, Cool, and Discipline, and Fear
Social Skills, Cool, and Discipline are the components needed to bring the story to life. They interact as follows:
Coercion, Deception, Leadership and Fear are resisted by Discipline.
Charm is resisted by Cool.
Negotiation is opposed by Negotiation or resisted by Cool. The subtle difference here is that Cool won't Negotiate for a better deal, it will simply resist the Negotiator's attempt to make a better deal. If both sides are using Negotiation, either side may gain ground and come out on top.
Using Social Skills
Below are the rules for using social skills. Keep in mind that they aren't always exclusive, and can sometimes be paired with one another to great effect, or disaster, depending on your skill levels and the dice.
Deception: If there is even a shred of untruth or dishonesty in your social interaction, it requires a Deception check, which can be made along with other social skills. For example, trying to Charm someone while lying about your attraction to them ("Jabba, you're so beautiful!)", lying to someone while trying to use Coercion ("This gun is loaded!") or by itself ("I'm a Jedi, I swear it!").
If you are being lied to, Discipline is used to detect this. I will make a secret roll for you to detect the lie(s). Knowing the result of the roll makes no sense... they are lying. I'm not perfect though, if you're expecting a lie to come your way, feel free to make a small OOC note at the bottom of your post to remind me to check your Discipline against it. That will be your best way of looking out for a lie.
Charm: Whether socially graceful or just charismatic, you have a way of getting other people to like you. Social interactions by the character that solely use Charm do not contain untruths; even the slightest degree of a lie in the attempt requires a Deception check to be made instead or alongside the Charm attempt, depending on your goal.
Coercion: Whether you're just plain scary or you have mastered the art of instilling fear, you know how to get others to do what you want using threats, whether implied, veiled, or direct. Useful to get your way, avoid fights, interrogate others, and even torture them. Including untruths in your Coercion attempts requires a Deception roll to be paired with it.
Negotiation: The art of making the deal. Whether a price, the release of hostages, or a peace treaty, Negotiation is used to sweeten the pot and get more of what you want. Negotiations can be paired with other social skills. For example, Charm ("Nice place you have here!), Deception ("Trust me, you'll get the credits once the hostages are released.") and Coercion ("I suppose you could say no... but that could be a big mistake for you." For the sake of expedience, Negotiation skill checks, paired with other skills or alone, will almost always come down to one roll. Also, Coercion attempt above is more subtle than a flat out threat. It implies a degree of 'maybe' in it, as opposed to the pure Coercion of "Hand over the planet or die." Also, it is part of a Negotiation, you aren't just extorting the NPC here, they may get something out of the deal as well. The Negotiation aspect, paired with the Coercion, allows for the contextual possibility of making a deal, wherein the NPC can counteroffer, depending on the roll.
Leadership: You've got political finesse and know how to sway the opinion of groups in public venues, typically toward political action. You can help allies overcome fear, and even earn the allegiance of NPC's with excellent dice results (highly variable chances, depending on the NPC and the situation, but requires a Triumph at the very least). Their allegiance is highly variable as well, depending on the NPC, how you treat them, their previous loyalties, and various factors including, but not limited to, the political climate.
Fear: Not really a social interaction or skill, but worth mentioning. There will be times where you must make a check against Discipline for fear (Vader shows up, you see a Rancor, etc).