Conflicts - Negotiations

## Overview

Negotiations are tense scenes involving Characters having a verbal duel against each other, making persuasive arguments, trading barbs, lying through their teeth or bargaining with each other.

Negotiation Conflicts represent important scenes where one set of Characters is attempting to convince another set of Characters towards a particular course of action, and there is a back and forth of various forms of argument which take place before a consensus is (or is not) reached.

## When to Use these Rules

The rules presented here are suitable with **key story moments**. It is expected that a negotiation may take place in such example scenes as:

* Interrogating a prisoner for information
* Negotiating your safe passage through the territory of a pirate lord
* Convincing a powerful business leader to fund your expedition
* Convincing a guard to allow the Characters access to somewhere they are not meant to be
* Making a defence against a Judge

It is **not** intended to be used for every, or indeed the most social interactions the Players have. Making purchases from a Bartender or Shopkeeper, or requesting information from a bystander, and similar such low stakes encounters are not suitable story moments for conveying the back and forth of a tense negotiation.

## Win Conditions

The Negotiation Conflict ends under the following conditions:

* The Fate Points of the Target of the Negotiation have been reduced to Zero (the Target's Resolve has been reduced to the point that they will accept the initial terms of the Negotiation without the need for Bargaining)
* The Fate Points of the Player Characters have all been reduced to Zero (the Players have used up all their Social Currency and must either accept or reject the Bargain set forth by the Target)
* A Bargain is agreed upon during the Negotiation.

## The Goal of the Conflict

The Goal of a Negotiation is for the Characters to get the best possible deal they can.

Player Characters can achieve this by reducing the Fate Points or "Resolve" of the Target of their Negotiations.

Resolve represents how resistant the Target is to the terms of the Negotiation, which will impact how impactful a Bargain the Player Characters will need to offer them in order for them to agree to the terms of the Negotiation.

Meanwhile the Target of the Negotiations may try to increase their Resolve in order to improve the Bargain they can expect to gain, they might also try to reduce the Fate Points of the Player Characters to decrease their "Social Currency", preventing them from influencing the Target further.

It is important to establish the Players initial goal of the Negotiation at the outset as this will determine the starting Resolve of the Target (the more difficult the request, the more Fate Points they begin with).

## Fate Points

*Fate* *Points* in a *Negotiation* *Conflict* represent different things depending upon whether the Character is controlled by a Player or the GM::

* For Player Characters, Fate Points represent their "Social Currency", which they may spend to Influence an NPC.
* For a GM Character, Fate Points typically represents their "Resolve", which they use to resist the influence of the Player Characters

These differences arise from the fact that a GM Character cannot "Influence" the behaviour of a Player Character in the same way that a Player Character can Influence a NPC. The Agency of the Players is always entirely within the hands or the Player, while the GM may, at their discretion, allow the actions of the Players to Influence their Agency.

### Player Character Starting Fate Points

Player Characters begin with a number of Fate Points determined by the following:

**Starting Fate Points = Charisma Modifier + Target's Disposition Modifier towards them** (Minimum of 1\*)

The Target's Disposition indicates how their feelings towards a Character will affect the negotiation. The more friendly they are, the more influence a Character may exert over them. See *Disposition Modifiers* for more.

At the Start of a Negotiation Conflicts each Player Character has at least 1 Fate Point, irrespective of their ability scores or any modifiers to their starting Fate Points.

### Target's Starting Fate Points

The Starting Fate Points of a Character is determined by the following:

**Starting Fate Points = Charisma Modifier - Target's Disposition Modifier towards the Group +** **Difficulty Modifier of the Negotiation**

The Target's Disposition in this case indicates how their feelings towards the Group as a whole will affect the negotiation. The more unfriendly they are, they will resist the influence of the Characters may exert over them. See *Disposition Modifiers* for more.

The Difficulty Modifier of the Negotiation indicates how big of a request is being made of the Character. This will typically range from 1-5, where 1 is a simple request that costs the Target nothing to perform and 5 is a request which would require significant cost or risk on the Target's part.

A Negotiation where the request exceeds this much risk or would require a Target do something fundamentally against their nature (e.g. a king handing over their kingdom, convincing someone to kill a loved one etc) automatically fail. See *Bargaining* for more.

If there are Multiple Targets, track their Fate Points individually.

### Spending Fate Points

Player Characters can spend Fate points to use Actions which may influence a Target during a Negotiation. For example they may spend a Fate Point to attempt to Persuade or Intimidate a Target in order to lower their resolve.

Targets typically **do not** Spend Fate Points to take Actions. (*Designer Note: This is to help account for the imbalance in play caused by a Player's Agency being immutable)*

### Gaining Fate Points

During a Negotiation Player Characters typically **cannot** gain Fate Points. (*Designer Note: This is to prevent Negotiations from being prolonged indefinitely*)

Targets likewise **cannot** gain Fate Points/Resolve, however they may gain what are described as "Temporary Fate Points" when they take the Persuade Action.

### Losing Fate Points

During a Negotiation Player Characters and Targets can lose Fate Points as a Result of failing a Saving Throw against an effect.

Additionally, Player Characters can also in some cases lose additional Fate Points due to failing to affect a Target with certain effects (e.g. Failing to Taunt a Target).

## Setting the Scene

At the start of the *Conflict*, the *GM* will describe the scene in which the *Conflict* takes place, including the Targets of the Negotiation such as their appearance and what they are currently doing, the context of the negotiation, the *Characters* involved and, especially importantly, the *Goal* of the *Conflict* as this will determine the Target's Starting Fate Points.

## Turn Order

Each *Character* involved in the *Conflict* takes *Turns* to perform a set of *Actions*, with the intent that these *Actions* will help resolve the *Conflict* in their favour.

In order to determine who acts when, the *Turn* *Order* is first established. This is described as "Rolling for Initiative".

A complete cycle of *Turns* is referred to as a "*Round*".

Within a Negotiation Conflict, Initiative is determined by making a Charisma Ability Check to determine how quickly they are able to respond at the start of the *Negotiation*.

The *GM* makes a list of the *Character's* *Results*, and the *Turn Order* of the *Characters* then plays out in accordance with that list, with the *Character* which rolled the highest result on the *Initiative Check* taking the first *Turn*.

### Tie Breaks in Initiative

If two or more *Characters* roll the same result, then the *Character* with the highest *Modifier* to the *Initiative Check* goes first.

If this *Modifier* is the same, and the *Characters* are friendly to each other (e.g. two *Player* *Characters*) then the *Players* in control of those *Characters* may decide between themselves who goes first.

If the *Characters* are competing against each other, have the *Characters* continue rolling *Initiative Checks* against each other to see who is quickest between them (but their *Turn* *Order* is still determined by their initial *Initiative Check*).

### Sharing Initiative

In many cases a *GM* or sometimes a *Player* may be determining *Initiative* for multiple *Characters* they are controlling. At the discretion of the *GM*, they may choose to have some of the *Characters* share their initiative as a way of simplifying the *Turn* *Order* of the *Characters* involved.

For example, a set of alike *Characters* such as a group of wolves may be easier to control through a *Shared Initiative*, as each of their *Actions* will be similar to each other).

When *Sharing Initiative*, choose one *Character* of that group (typically the one "leading" the Group) to make an *Initiative Check*. When that group acts during *Negotiation*, they resolve their *Turns* in an order of the *Controlling* *Player's* choosing (but each *Character* must complete their full turn before the next *Character* begins theirs). The *Player* need not keep track of which *Characters* acted in what order, and may vary the Turn Order of Characters with a Shared Initiative on a round to round basis.

## A Character's Turn

Each *Character* can do the following on their Turn:

* **Actions:** They can use **One** *Action* and **One** *Bonus Action* *or* they can use **Two** *Bonus Actions.* (See *Actions* for more detail)
* **Reactions:** They may use a *Reaction* if something triggers it during their own Turn. (See *Reactions*)
* **Free Actions:** They may use *as many Free Actions as you wish* on your Turn. Free Actions are typically small, inconsequential interactions with the environment which they take in order to carry out the *Actions*, *Bonus* *Actions* and *Movement* available to them. (See *Free Actions* for more detail)

## Other Characters Turns

* During another *Character's* Turn, typically the only way a *Character* can act is when a *Reaction* is triggered (See *Reactions* for more details)

## Introduction to Actions and Bonus Actions

### How many Actions and Bonus Actions can a Character Use?

During their turn, a *Character* may use **One Action and One Bonus Action** or **Two Bonus Actions.**

**Action:** An *Action* represents a complex task which takes some time and concentration for a *Character* to accomplish.

**Bonus Action:** A *Bonus Action* represents a less complex task for the *Character*, and is accomplished in a time relatively quicker than an *Action*.

### Actions

During their *Turn* a *Character* may take one of the following *Actions*:

**Attack, Bargain, Cast a Spell, Distract, Disengage, Dodge, Persuade, Prepare, Retreat/Chase, Search, Taunt, Use an Object**

Sometimes a feature may also grant a *Character* an ability to perform a unique act using their *Action*.

Sometimes a *Character* may wish to do something which does not fit into one of the above *Actions*. If the *GM* feels what they are trying to accomplish is as impactful as one of the above *Actions*, they may rule that the course of action they are attempting requires their *Action*.

Typically a *Character* may only perform **one** of the above *Actions* on their *Turn*.

### Bonus Actions

Sometimes, a *Feature* allows a *Character* to perform one of the above *Actions* as a *Bonus* *Action*. This will allow them to perform that *Action* in addition to another *Action* on their Turn. A *Character* may choose to use the same *Action* twice on their Turn, once as an *Action* and once as a *Bonus Action*.

### Fate Point Cost

Each Action within a Negotiation Conflict has a Fate Point cost associated with it, reflecting how much Social Currency a **Player Character** must spend to take the Action. Most Actions which would positively affect a Negotiation in a Player Character's Favour require they spend 1 Fate Point, but some require no Fate Points at all. Below is a List of Actions which Character's may take and how many Fate Points they require:

Fate Point Cost of Actions
 Persuade
 Taunt

## Distract (1 Fate Point)

### Player Character Rules

A Player Character may use the Distract Action during a Negotiation Conflict to momentarily Distract a Character from their conversation and surroundings.

There are four types of Distract Action: Flatter, Flirt, Joke and Change Topic.

When using the Flatter, Flirt, Joke or Change Topic option, make a contested Check against the Target:

Distract Action Contested Check
or
Charisma(Creativity)
(Their Choice)

Additional rules are applied when Flirting (see Flirting).

#### Effect

If the Player Character meets or exceeds the Target's Saving Throw, they Succeed in Distracting the Target. The Target loses 1 Fate Point and is Distracted until the end of the Player's Next Turn.

While Distracted in a Negotiation, the Target cannot take any Actions and Trickery Checks against the Character from Characters who did not distract them have Advantage.

If the Player Character fails in their Distraction, they lose 1 Fate Point (in addition to the Fate Point they Spent to take this Action).

### Flirting

When using the Flirt Option, the attractiveness of the Character to the Target impacts the roll.

There are 5 degrees of attraction a Non-Player Character may feel towards a Character. Unattracted, No Attraction, Neutral, Attracted, Very Attracted.

#### Unattracted

The Character exhibits qualities which are highly unattractive to the Target, to the point of revulsion. The Target automatically succeeds on their Saving Throw against the Distraction.

#### No Attraction

The Character exhibits some unattractive traits, and/or the Character is otherwise uninterested in romantic or sexual pursuits with the Character due to factors which could include sexuality or romantic availability (e.g. in a monogamous relationship or celibate). The Target has Advantage on their Saving Throw against the Distraction.

#### Neutral

The Character exhibits qualities both Attractive and Unattractive to the Target and they may be conflicted about other attachments they currently have. The Target has neither Advantage or Disadvantage on this Saving Throw.

#### Attracted

The Character exhibits qualities which are overall Attractive to the Target and they may have little to no reservations in pursuing a relationship with the Character. The Target has Disadvantage on their Saving Throw against the Distraction.

#### Highly Attracted

The Character exhibits qualities which are extremely Attractive to the Target and would likely be actively pursuing a relationship with the Character, or may already be in such a relationship with them. The Target automatically fails their Saving Throws against the Distraction.

#### Determining Attraction

In many cases the GM may not have considered the romantic availability of a Character or their preferences in romantic and sexual partners. In such cases we recommend that these qualities be determined using a Luck Check, taken by the Character attempting the Distraction. Use the following table to determine the result of the Luck Check:

Luck Check to Determine Attraction Between Characters
 5-9
 10-14
 15-19
 20 or Higher

At the GM's discretion, they may grant the Character a modifier to the Luck Check to reflect improved odds that an attraction would or would not exist.

For example, if in the Setting Attraction between Characters of opposing genders is more common place, they may add a +1 Bonus to the Character's Luck Check for Attracting a Character of the Opposing Gender. Conversely if in the setting Same Sex Attraction is less common place, they may add a -1 Penalty to the Luck Check in those cases.

Other recommended Bonuses would be a +1 or -1 modifier for the Disposition of the Character being Friendly or Unfriendly towards the Character, or a -2 penalty for significant differences in the appearance of the Character and the Target's most likely romantic pursuit. For example, a Dragon is unlikely to find a humanoid muse attractive (or potentially a GM may rule that such attraction is likely in their setting, granting the Luck Check a bonus!).

*(Designer Notes: The Rules of Attraction are by design tied to the Luck of a Character as opposed to their other physical attributes such as Charisma, as Luck is designed to be a much more difficult to manipulate Ability in 7e. The Players should lack Agency in being able to control this aspect of the roleplay as problematic themes can follow as a result of such manipulations. Additionally, it is our view that Attraction as a concept is largely a matter of chance by nature due to the many complicated facets which contribute to it (e.g. a Character may feel attraction or unattraction for any reason!). Abilities such as Charisma may dictate how well a Character can utilise that Attraction for effects such as Distraction, but the Attraction itself is independent of this.)*

### GM Character Rules

When a GM controlled Character takes the Distract Action there is no Fate Point Cost to that Character. Additionally, if they use the Flirt variety the "Attraction" of the Player Character to the Character has no affect on their Saving Throw.

The Saving Throws when a GM takes the Distract Action are:

Distract Action Contested Check
(Their Choice)

#### Effect

If the GM Character meets or exceeds the Player Character's Saving Throw, they Succeed in Distracting the Target. The Target loses 1 Fate Point and is Distracted until the end of the Character's Next Turn.

While Distracted in a Negotiation, the Player Character cannot take any Actions and they have Disadvantage on Awareness Skill Checks against Characters other than the Character causing the Distraction.

There is no additional effect if a GM Character fails in their Distraction.

*(Designer Note: It is problematic for a GM to assume a Player's Character has a particular level of attraction towards a Character as this takes Agency away from the Player. Conversely, putting this mechanic entirely in the hands of a Player is problematic as Players have an incentive to find Character's Unattractive or have No Attraction to secure a mechanical benefit. At a Player's discretion, they may for the purpose of roleplay willingly fail or opt to have Disadvantage on a Flirt Check against a Character they believe their Character would be Attracted to, but for purposes of balance they cannot grant themselves*

## Persuade (1 Fate Point)

Within a Negotiation Conflict the Persuade Action is the most risk free Action a Character can take.

### Rules for Player Characters

For a cost of 1 Fate Point a Player Character can attempt to gently reduce a Target's Resolve by using Emotional Reasoning, Rational Reasoning, or by Deceiving the Character.

Depending on which option the Character takes, the success of the Persuade action is determined by a Skill Check against a DC set by the Target's Abilities.

Additionally, when there is a significant discrepancy in a Target's Intelligence and Awareness Ability Scores, certain forms of argument will be less compelling to them. For example, an Archmage with a +4 Modifier to Intelligence but a +1 Modifier to Awareness will be resistant to Emotional Arguments, imposing Disadvantage on attempts to appeal to them on an emotional level. Conversely a Troll with a -2 Intelligence Modifier but +1 Awareness Modifier will be resistant to rational reasoning.

Persuasion Skill Checks and DCs
(Their Choice)
or
15 + Charisma(Communication)
(Their Choice)
 Rational
(Their Choice)
or
15 + Charisma(Communication)
(Their Choice)
 Lie
Resistance.

When a Player Character uses a Lie, remember the Result achieved as this will set the DC for the GM Controlled Character to discover the lie later.

#### Effect

If a Player Character meets or exceeds the Target's DC for this Check, the Target's resolve is reduced by 1 Fate Point.

If the Player Character fails on a Persuade Check using Emotional or Rational Reasoning, there is no further effect.

If the Player Character fails on a Lie, or a Character reveals that the they lied, then the Player Character loses all remaining Fate Points.

#### Targeting an Argument

Instead of making an argument against a Character, a Player Character may instead target a specific argument which a GM Controlled Character has made.

In such cases, the Player may use the Persuade Action to make an Emotional or Rational counterargument against that argument. The Counterargument can be of the same form of argument (Emotional or Rational) as that made by the GM Controlled Character, however if the argument is of a different type then the argument has Disadvantage. Alternatively a Player may lie to overcome a GM's argument, again choosing whether to use an Emotional or Rational argument (their choice).

The Skill Checks and DCs used for making a Counterargument are the same as that used for targeting a Character, with the DCs determined by the abilities of the Character which made the original argument.

It is possible that the Argument made by the GM Controlled Character was itself a lie. In such cases the attempt to overcome the argument will automatically fail, however if the Player Character exceeds what the DC of the argument *should* *have been* then they realise that the Argument made by the GM Controlled Character was false. A Character may also use the Search Action to determine whether they have been lied to.

#### Calling out a Lie

If a Character suspects or knows a GM Controlled Character made a false argument, then they may instead use the Persuade action to call out the lie. If the GM Controlled Character was lying, the Argument is lost and they lose 1 additional Fate Point. If a Player Character mistakenly calls a true statement a lie, they lose 1 Fate Point.

A Character must use an additional Persuade Action (including the Fate Point cost) to call out a lie, even if they have discovered the lie as a consequence of taking the Persuade Action.

Note that while a Character's lie may be called out, there is no requirement that the Character in question admits that they lied. The impact of a lie being called out is not to show that a Character is a liar, but to make it known to a Character that another Character is simply aware of the lie, having the mechanical effect of diminishing that Character's Bargaining power or, in the case of a Player Character being called out, reducing their Social Currency.

### Rules for GM Controlled Characters

A GM Controlled Character does not expend Fate Points when taking this Action.

A GM Controlled Character may use the Persuade Action to put forward an argument against the Player's attempts to reduce their resolve.

When a GM Controlled Character does this, they gain 2 Temporary Fate Points.

They can only lose these Temporary Fate Points if a Character successfully uses the Persuade Action to make a counterargument against an Argument they made.

A GM Controlled Character is limited in how often they can use the Persuade Action to make a defence. They can only use a Persuade Action in this way a maximum number of times equal to their Charisma Modifier (minimum of 1).

There is no limit on how often they can use the Persuade Action to call out a lie.

When a GM Controlled Character makes an argument they choose whether to use an Emotional argument, or Rational Argument or a Lie. The type of argument they make sets the DC which a Player must overcome when making a Counterargument, as seen in the Target DC Column of the Persuasion Skill Checks and DC table.

If a GM Controlled Character decides to Lie, compare the DC of their Check with the Passive Awareness(Trickery) scores of the Player Characters. If a Player Character's Passive Awareness(Trickery) score equals or exceeds the DC of the Lie, inform that Player that the argument made by the Character was a lie.

*(Designer Notes: In many discussions of the art of persuasion, tactics employed by speakers are usually described as being emotional or rational in their approach. In many studies, evidence suggests that emotional arguments are in fact typically more compelling to people than rational arguments. To go further, in many cases people make decisions based on emotional reactions and will apply a rational justification to their decision making after their minds have already been effectively made up. While this may be true of real life, 7e is a **narrative** game, not a simulation or real life. We believe it is more narratively satisfying to portray both rational and emotional arguments as being more or less compelling to Characters, as this is a more accurately portrayal of our **perception** of how persuasion works as well as how it is often portrayed in works of fiction.)*

## Taunt (1 Fate Point)

### Rules for Player Characters

A Player Controlled Character may use a Taunt to more forcefully convince a GM Controlled Character towards a certain course of Action. This represents a more risky approach, as it can more efficiently reduce a Character's Resolve, than a Persuasion or Distraction attempt. However, it runs the risk of a Player losing Fate Points, while granting the Target additional Fate Points.

When a Player Character uses the Taunt Action, they may make a contested Skill Check against a Saving Throw of the Character. There are three forms of Taunt (Confuse, Insult and Intimidate), with each form denoting what Skills and Saving Throws must be used:

Taunt Skill Checks and Saving Throws
Charisma(Communication)
 Insult
Charisma(Communication)
 Intimidate
Charisma(Communication)

#### Effect

If the Player meets or exceeds the Saving Throw DC of the Target, the Taunt works and the Target's resolve is reduced by 2 points.

If the Player Character's Taunt Fails, the Player Character loses 2 Fate Points and the Target gains 2 additional Fate Points.

### Rules for GM Controlled Characters

A GM Controlled Character does not expend Fate Points when taking this Action.

A GM controlled Character may attempt to Taunt a Player Character. Likewise they make a Skill Check opposed by the Player Character's Saving Throw.

If the Taunt Succeeds, the Player Character loses 2 Fate Points. If the Taunt Fails, the GM Controlled Character does not lose Fate Points.

### Taunting a Group

A Player Character or GM Controlled Character may attempt to Taunt a group.

#### Rules for Player Characters

If a Player Character is taunting a Group of 4 or less GM Controlled Characters, they roll their Saving Throws individually. For a Crowd (e.g. 5 or more), the GM Controlled Characters roll their saving throw as a single group. If the Taunt succeeds in working on any single Character, the Taunt is considered a success and the Player Character does not lose additional Fate Points, however each Character affect only loses 1 Fate Point (the Taunt was not a personal attack on them). If the Taunt fails to work on any single Character, it is a Fail, and the GM Controlled Characters Taunted each gain 1 Fate Point.

#### Rules for GM Controlled Characters

A GM Controlled Character may attempt to taunt a Group of Player Characters. This is especially useful if a larger group of Player Characters (3 or more) are working together to convince a single lone GM Controlled Character towards a certain course of action.

In such cases, the GM Controlled Character makes a Contested Skill Check against all of the Player Characters saving throws. If a Player Character fails an insult directed at a group, they lose one Fate Point instead of the usual two.

*(Designer Notes: We noted that it is possible for a large group of Player Characters to essentially win a battle of attrition against a GM Controlled Character by having them all participate. To address this, a GM may wish to use a Group Taunt as described here to effectively reduce the Action Economy of a large group (note it's natural for a lone character to feel threatened in this way). This can potentially lead to punishing results, such as some Players being unable to participate in the Negotiation Conflict due to losing their Fate Points early into the Conflict. To prevent this, we recommend GMs inform players of the potential consequences of having more than 2 player characters engage in negotiating with a single Character at a given time.)*

## Attack (0 Fate Point)

It is entirely possible for a Negotiation to breakdown into violence.

When a Character takes the Attack Action, they are choosing to end the Negotiation Conflict and instead begin a Combat Conflict.

If it is clear to the participants in a Negotiation that the Attack is going to be made (e.g. they are drawing their weapon), then no attack is made. Instead an entirely new Combat Conflict is begun, where the Attacking Character has Advantage on their next Initiative Check.

A Character may take the Attack Action immediately before initiative is rolled for the Combat Conflict if they are either attacking with a Weapon which they have drawn in secret (see the Use an Object Action) or if they are attacking with an Unarmed Strike.

The first attack roll made with a secretly drawn weapon has advantage provided the Target was unaware that the weapon was drawn.

In either case, a Character may only make one Attack as part of this Action, and they may take no further Actions or Movement before initiative for a Combat Conflict is rolled.

## Bargain (0 Fate Point)

A Character may propose a Bargain to resolve the Negotiation Conflict, typically suggesting an exchange of money, goods or services in exchange for another. For example, agreeing on a cost to carry out a quest, or agreeing to provide information if the Character gives their solemn oath to spare their life.

Once a Bargain is agreed to by all Characters participating in the negotiation, the conflict ends.

Note there is no requirement that Characters remain committed to the terms of the Bargain in the long term, however this will likely affect the attitudes of other Characters towards them.

**Rules For Player Characters**

A Player Character suggests a Bargain they feel will overcome the Resolve of the opposing Character. Below we present how each point of Resolve corresponds to how the Character will feel about agreeing to a certain course of action, as well as recommended Bargains which could be used to convince the Character to agree to the terms of the Negotiation.

**Rules For GM Controlled Characters**

When determining the Starting Resolve of a GM Controlled Character, refer to the above table. This will grant them a bonus to their initial Fate Points appropriate for the request being made by the Player Characters.

When proposing a Bargain, a GM Controlled Character may offer a Bargain which is equal to those recommended above for the number of Fate Points they have remaining or they may attempt to ask for an even greater reward in the hopes that the Player Characters will overcompensate their efforts.

## Cast a Spell (0 Fate Point)

Casting a Spell follows the same rules as described within the Combat Conflicts section.

The rules differ depending upon whether the Spell being Cast is obviously harmful. A Harmful spell deals damage while a Harmless Spell deals no damage.

For the purposes of determining range, a Character is assumed to be within 5ft of the Caster unless a Character has indicated they would move to a different position relative to the Characters they are negotiating with.

### Harmless Spells

Harmless Spells cast during a Negotiation are typically done so to help improve the outcome of the Negotiation. Typical examples may include Spells which cause the Charmed effect.

A Harmless Spell which requires a verbal component is immediately recognisably as a Spell to a person who is being negotiated with, and they are likely to respond appropriately if the Spell is Cast without warning with themselves as the Target. (e.g. they may Attack on their next Turn, beginning a Combat Conflict)

A Harmless Spell which requires a somatic component but not a verbal component may be feasibly Cast without a Character's notice, but with difficulty. If the Target is engaged in a negotiation with the Spellcaster, then the Character must make a Dexterity(Trickery) Check with Disadvantage against a DC determined by the Target's Awareness(Trickery) + 10.

Note the Distracted condition (caused by the Distract Action) can grant a Character besides the Distractor advantage on a Trickery Check against the Target. In such a case, the Dexterity(Trickery) Check will have neither advantage or disadvantage against a Character the Spellcaster is negotiating with.

A Harmless Spell cast with neither Verbal or Somatic Components can be done so without the notice of the Target.

### Harmful Spells

If it is clear to the participants in a Negotiation that a Spell is going to be Cast and it will be harmful (e.g. it requires an Attack Roll), then no Spell is Cast. Instead an entirely new Combat Conflict is begun, where the Character initiating the Combat has Advantage on their next Initiative Check.

A Character may choose to attempt to make the Harmful Spell without Verbal Components secretly (e.g. perform the Somatic Components unseen). To do this they may roll a Dexterity(Trickery) Check with Disadvantage against a DC equal to the Target's Awareness(Trickery) + 10. If the Character succeeds on this Check, the Spell is Cast immediately before initiative for a new Conflict is rolled. If the Character fails on this Check, they do not gain Advantage on the Initiative Check for the Combat Conflict.

A Harmful Spell cast with neither Verbal or Somatic Components is automatically Cast without the notice of the Target.

## Disengage (0 Fate Point)

A Character politely removes themselves from the conversation. They do not provoke Attacks of Opportunity from Characters and they may engage another Character in the area in conversation.

## Dodge (0 Fate Points)

A Character passively observes the conversation and steels their mind against the effects of Taunts and Distractions.

If a Character takes the Dodge action in a Negotiation, it has the effect of granting them advantage on Saving Throws caused by the Distract or Taunt Action.

There are no differences between how a GM or Player Controlled Character uses this Action.

## Prepare (0 Fate Point)

A Character prepares an Action in the event that a certain trigger causes it.

For more details, see the Prepare Action as presented in the Combat Conflicts section.

Note if the Action has a Fate Point cost associated with it, this is only spent when the Action is taken.

## Retreat/Chase (0 Fate Point)

The Negotiation may be leading towards a violent Conflict and a Player could concequently believe it would be better to Retreat while they have the opportunity to do so. Similarly, a Character may choose to begin Chasing a Character who has begun retreating.

Characters who Retreat/Chase during a Negotiation automatically enter into a Chase Conflict if it is reasonable to assume they can retreat to a position of relative safety. Otherwise the GM may choose that the Retreat/Chase Action instead triggers a Combat Conflict with the Characters at an appropriate distance away.

For more details, see the Retreat/Chase Action as presented in the Combat Conflicts section.

## Search (0 Fate Point)

A Character may use the search action to gain more information about the Negotiation.

In addition to the uses of the Search Action which can be found in the Combat Conflicts section, a Character may in a Negotiation use the Search Action to find out one of the following pieces of information, provided they succeed on a Skill Check against a DC determined by the Character's Charisma(Trickery) +10.

Search Action Information and Required Saving Throw
and whether they are proficient
in Intelligence Saving Throws
 Determine Awareness Modifier
and whether they are proficient
in Awareness Saving Throws
 Determine Charisma Modifier
and whether they are proficient
in Charisma Saving Throws
 Determine whether an Argument
made by a Character was a Lie or
not
 Determine the current Fate Points
the Character has

### Rules for Player Characters

No additional rules required for Player Characters

### Rules for GM Controlled Characters

The DC for a GM Controlled Character to determine whether a Lie made by a Player Character is determined by the Result of the Charisma(Trickery) Check they made to lie.

## Use an Object (0 Fate Point)

The Use an Object Action may be used to interact with Complex Objects, to Pickpocket or to secretly Stow or Draw a Weapon.

See the Combat Conflicts section for general rules regarding the Use an Object Action, however within a negotiation the following additional rules apply:

### Pickpocketing and Secretly Drawing and Stowing Objects

A Target must either be affected by the Distracted Condition or otherwise be unable to see the Character attempting to Pickpocket them during a Negotiation Conflict, otherwise the Pickpocket attempt fails automatically. (i.e. during a Negotiation there is little to distract a Target's attention away from Pickpocketing attempts).

A Secretly Drawn Weapon may be used to immediately Attack a Character before initiative is rolled for a Combat Conflict. Additionally, the first attack roll made with a secretly drawn weapon has advantage provided the Target was unaware that the Weapon was drawn.

## Bonus Actions

Sometimes, a *Feature* allows a *Character* to perform one of the above *Actions* as a *Bonus* *Action*. This will allow them to perform that *Action* in addition to another *Action* on their Turn. A *Character* may choose to use the same *Action* twice on their Turn, once as an *Action* and once as a *Bonus Action*.

All *Archetypes* grant at least one *Bonus* *Action* to a *Character* at Level 1 (e.g. the *Calming Breath* of the *Trickster*, *Muse* and *Explorer* *Archetypes*). Consequently on most *Turns* a *Player* *Character* is likely to be able to use at least one *Action* and one *Bonus Action* on their *Turn.*

## Reactions

Reactions during a Negotiation are typically limited to features granted by a Character's Archetype.

## Free Actions

*Free Actions* are inconsequential acts a *Character* performs as a means to carrying out the *Actions, Bonus Actions* and *Movement* available to them.

Free Actions may include but are not limited to opening an unlocked door, drawing or otherwise picking up an object, holding your breath, averting your gaze etc. It may also include short communications between Characters.

Such *Free Actions* may only occur during your *Turn*, and while you have an unlimited number of Free Actions you can take, the sum effect of those *Free Actions* should never exceed that which would normally be accomplished through using an *Action, Bonus Action, Reaction* or *Movement*. *Free Actions* are intended as a means for reducing the complexity of combat.

At a GMs discretion, they may rule when the number of *Free Actions* a Character takes exceeds what is reasonable. As a guideline we recommend *Characters* should not use more than **three** such *Free Actions* during their turn.

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

To Credit material presented here which is unique from that contained in the System Reference Document 5.1 (see Copyright Notice), copy the following to your Credits Section:

This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode