Difference between revisions of "Ogre:CharacterCodex:Skills:Influence"

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(Influence: Better formating for NPC attitudes)
(Split "Bad" Influence into Manipulation aptitude)
 
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Rewards
 
Rewards
 
You can also give a reward to the NPC if it’s complete the task to be done. Add the purchase level of the reward as a bonus to your check.
 
You can also give a reward to the NPC if it’s complete the task to be done. Add the purchase level of the reward as a bonus to your check.
 
==Bluff==
 
{| border="1" cellpadding="5" cellspacing="0" style="text-align: left"
 
!Ability
 
|Intelligence
 
|-
 
!Action
 
|See below
 
|-
 
!Armor Penalty
 
|None
 
|-
 
!Untrained
 
|Yes
 
|-
 
!Concentration
 
|No
 
|}
 
 
'''Synergy:''' Diplomacy, Disguise, Intimidate, Interrogate, Sleight of Hand
 
 
'''Description:''' Bluff is your ability to lie to people so they can act according to your wishes.
 
 
'''Check:''' A Bluff check must beat your opponent Wits in order to be effective.
 
 
Nobody like to be lied to, so all modifiers, both rank and influence modifier, are penalties to your check making the NPC more prone to like you less by having more chances to have a total failure. A failure does not mean that the NPC have notice that you are lying, only that your lie does not have an effect on him. A total failure means that the NPC have discovered that you are lying to him.
 
 
'''Total Failure:''' Your opponent see through your lies and loose one attitude rank towards you.
 
 
'''Action:''' A Bluff check made as part of general interaction always takes at least a long action, but it can take much longer if you try something elaborate.
 
 
'''Try Again:''' Yes, but each failure makes the NPC more suspicious about your intention, you have a cumulative -4 penalty to your next Influence check for the same matters with the same person. On a total failure, the NPC is too angry at you to be influence by you again on this matter.
 
 
===Feats===
 
 
====Diversion [Skill]====
 
: You can use the Bluff skill to create a diversion and help you use another skill without being notice. A successful Bluff check gives you the momentary diversion, a quick action, to attempt a skill check while people are aware of you without noticing you. This feat does not allow you to make an attack on a NPC, but this may allow you to prepare an attack.
 
: This feat is useful to Hide with people around or use Innuendo to send secret message.
 
: '''Specialist:''' The diversion allows you to make a short action.
 
: '''Expert:''' The diversion allows you to make a standard action.
 
: '''Master:''' The diversion allows you to make a long action.
 
  
 
==Compliment==
 
==Compliment==
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: '''Expert:''' Targets now received a +4 moral bonus against fear.
 
: '''Expert:''' Targets now received a +4 moral bonus against fear.
 
: '''Master:''' Targets now received a +8 moral bonus against fear.
 
: '''Master:''' Targets now received a +8 moral bonus against fear.
 
 
==Intimidate==
 
{| border="1" cellpadding="5" cellspacing="0" style="text-align: left"
 
!Ability
 
|Charisma
 
|-
 
!Action
 
|See below
 
|-
 
!Armor Penalty
 
|None
 
|-
 
!Untrained
 
|Yes; see below
 
|-
 
!Concentration
 
|No
 
|}
 
 
'''Description:''' This is your ability to make people do things out of fear from you.
 
 
'''Check:''' Nobody like being intimidated, both influence and rank modifiers are applied to your Intimidate checks. But intimidation works best against your enemies than your ally. The ranks modifier is reverse for this skill. A positive attitude is a penalty to your checks while a negative attitude is a bonus to your checks.
 
 
You gain a +4 bonus on your Intimidate check for every size category that you are larger than your target. Conversely, you take a -4 penalty on your Intimidate check for every size category that you are smaller than your target.
 
 
A character immune to fear can't be intimidated, nor can non-intelligent creatures.
 
 
'''Total Failure:''' The NPC hate being intimidate and he loose one attitude rank towards you.
 
 
'''Action:''' An Intimidate check made as part of general interaction always takes at least a long action, but it can take much longer if you try something elaborate.
 
 
'''Try Again:''' Yes, but for each failure, you have a cumulative -4 penalty to your next Influence check for the same matters with the same person. On a total failure, the NPC is too angry at you to be influence by you again on this matter.
 
 
===Feats===
 
 
====Demoralize====
 
: You can also use Intimidate to weaken an opponent's resolve in combat. To do so, make an Intimidate check against the target's Judgment resistance against fear. If you win, the target becomes shaken as long as you threaten him. A shaken character takes a -1 fear penalty on any action.
 
: Using this feat is a standard action.
 
: '''Specialist:''' Target becomes scared taking a -2 fear penalty to any actions.
 
: '''Expert:''' Target becomes frightened taking a -4 fear penalty to any actions.
 
: '''Master:''' Target becomes panicked taking a -8 fear penalty to any actions.
 
 
 
==Taunt==
 
{| border="1" cellpadding="5" cellspacing="0" style="text-align: left"
 
!Ability
 
|Wisdom
 
|-
 
!Action
 
|See below
 
|-
 
!Armor Penalty
 
|None
 
|-
 
!Untrained
 
|Yes; see below
 
|-
 
!Concentration
 
|No
 
|}
 
 
'''Description:''' Taunting is your ability to mock other to people so act out of recklessness to prove you are wrong.
 
 
'''Check:''' A Taunting check must beat your opponent Judgment in order to be effective.
 
 
Nobody likes to be taunted. Both rank and influence modifier, are penalties to your check.
 
 
'''Total Failure:''' Your opponent is upset by your taunting and he loose one attitude rank towards you.
 
 
'''Action:''' A Bluff check made as part of general interaction always takes at least a long action, but it can take much longer if you try something elaborate.
 
 
'''Try Again:''' Yes, but each failure makes the NPC more suspicious about your intention, you have a cumulative -4 penalty to your next Influence check for the same matters with the same person. On a total failure, the NPC is too angry at you to be influence by you again on this matter.
 

Latest revision as of 20:17, 29 December 2006


Influence[edit]

Every NPC have a specific attitude toward you. You can try to influence them, so they have a better reaction to your request. Attitude have different ranks, a positive ranks means that the NPC like you, a negative ranks means the NPC do not like you. Depending on your ranks, the NPC will act differently.

NPC attitudes are from the worst to the best:

Nemesis (-9 ranks or worst)

The NPC hate you so much that it will do everything possible to make you suffer or even kill you. Its hate for you is so profound that the NPC is ready to sacrifice everything he has in order to hinder you. He plan long time in advance his action against you.

Hostile (-6 to -8)

The NPC hates you and will try to hurt at every opportunity, but he will not seek you to harm you. He might want you dead, but only when interfering in his affair.

Unfriendly (-3 to -5)

The NPC Wishes you ill, but may not take direct action against you that can put him in danger. It will refuse to help you, insult you and even start gossip about you, but will attack you only if they are sure of victory and will seldom kill you.

Indifferent (-2 to +2)

The NPC doesn't much care about you. It will make socially expected interaction. This is generally the attitude of people that do not know you.

Friendly (+3 to +5)

The NPC wishes you well. It will help you if it does not hinder him in any way and will never put his life in danger.

Helpful (+6 to +9)

The NPC will take risks to help you in any way possible when asked.

Ally (+9 and better)

The NPC like you so much that it constantly seek your well being even when not asked anything.

Changing NPC attitude

To increase or decrease an NPC attitude toward you, you can try an Influence check. You must beat your opponent appropriate resistance with the following modifier depending on the NPC current attitude ranks.

Attitude Modifier
Indifferent 0
Friendly or Unfriendly 10
Helpful or Hostile 20
Ally or Nemesis 30

Convincing an NPC to do something for you

You must beat an NPC resistance to convince him to do something. You applied two different types of modifier to your check or the NPC resistance depending on the skill used.

Rank modifiers: The NPC current influence rank is a modifier for your skill. Influence modifiers: These modifiers depend on what you ask to the NPC, how much time it will take and the risk involve in the action.

Task Complexity Modifier
Very Easy No skill check 0
Easy Skill check DC 10 2
Average Skill check DC 15 4
Complex Skill check DC 20 8
Very complex Skill check over DC 20 16


Time to Complete Modifier
Less than a minute 0
Less than 10 minute 1
Less than 1 hour 2
Less than 1 day 4
Less than 1 week 8
Less than 1 month 16
Less than 1 year 32
More than a year 64


Risk Modifier
Not dangerous 0
Low risk 2
Medium risk 4
Dangerous (Physical Harm) 8
Deadly (NPC may die) 16
Suicidal (NPC will surely die) 32

Rewards You can also give a reward to the NPC if it’s complete the task to be done. Add the purchase level of the reward as a bonus to your check.

Compliment[edit]

Ability Wisdom
Action See below
Armor Penalty None
Untrained Yes; see below
Concentration No

Description: Compliment is your ability to pleased people that will want to help you. Pleasing to someone means complimenting the person, making jokes or any other actions that make you more sympathetic.

When dealing with people of the other sex, you can try to seduce them, doing so is often easier, but more risky.

Check: A Compliment check must beat your opponent Judgment in order to be effective.

Most people don’t mind receiving compliments, so influence modifiers are modifiers to the NPC Judgment resistance. But complimenting someone that does not like you is hard, ranks modifiers are applied to your checks making compliments made to people that do not like you more risky.

When trying to seduce someone of the opposite sex, both influence and ranks modifiers are modifiers to your Compliment checks, but you receive a +4 bonus to your attempt.

Total Failure: You have made an awkward compliment or a bad joke that hurt the NPC feelings and he loose one attitude rank towards you. Action: A Compliment check made as part of general interaction always takes at least a long action, but it can take much longer if you try something elaborate. Try Again: Yes, but for each failure, you have a cumulative -4 penalty to your next Influence check for the same matters with the same person. On a total failure, the NPC is too angry at you to be influence by you again on this matter.

Diplomacy[edit]

Ability Intelligence
Action See below
Armor Penalty None
Untrained Yes; see below
Concentration No

Description: Diplomacy is your skill to properly reason with an NPC to influence its reaction.

Check: Diplomacy checks must beats the NPC Wits resistance to influence him. With diplomacy, you take extra care not to hurt other people’s feelings. Both influence and ranks modifiers are modifiers to the NPC Wits resistance.

Total Failure: You have made an awkward comment that is not well received by the NPC and he loose one attitude rank towards you.

Action: A Diplomacy check made as part of general interaction always takes at least a long action, but it can take much longer if you try something elaborate.

Try Again: Yes, but for each failure, you have a cumulative -4 penalty to your next Influence check for the same matters with the same person. On a total failure, the NPC is too angry at you to be influence by you again on this matter.

Inspire[edit]

Ability Charisma
Action See below
Armor Penalty None
Untrained Yes; see below
Concentration No

Description: Inspire is your ability to make people confident in themselves or in yourselves. They will help you out of loyalty or because their help will make them better person.

Check: Inspire checks must beats the NPC Will resistance to influence him. Both influence and ranks modifiers are modifiers to the NPC Will resistance.

Total Failure: The NPC do not fell up to the task you ask for, he feel really bad he loose one attitude rank towards you because you ask too much out of him.

Action: An Inspire check made as part of general interaction always takes at least a long action, but it can take much longer if you try something elaborate.

Try Again: Yes, but for each failure, you have a cumulative -4 penalty to your next Influence check for the same matters with the same person. On a total failure, the NPC is too angry at you to be influence by you again on this matter.

Feats[edit]

Inspire Courage[edit]

You can also use your Inspire skill to increase someone moral. As a Long action, you can give a speech that will give a +1 moral bonus against fear to a maximum of one person per rank of Inspire.
Specialist: Targets now received a +2 moral bonus against fear.
Expert: Targets now received a +4 moral bonus against fear.
Master: Targets now received a +8 moral bonus against fear.