Diplomatic Skills

Diplomatic Skills

As a rule diplomatic skills should only ever be used when
the result of the action the character is taking is in some way in doubt.

Asking for directions, general information and basic
communication do not require diplomatic skills as there is no doubt about the
outcome.

## Diplomacy

Diplomacy involves opening a dialogue to try and manipulate
another person’s decisions or decisions in your favour, Diplomacy is used to
calm down hostile or tense situations, barter for goods and negotiate deals. It
covers a range of conversation skills and requires conversation Diplomacy
checks can be opposed using the keep calm skill.

**Encumbrance:** No

**Untrained:** Yes

**Try again: -**4
Penalty per attempt

**Usage:** Using
diplomacy requires a minor action and requires you to be able to speak to and
be heard by your target or targets, you must be able to speak their language
and gauge their re-actions.

  **Target sees you as an authority figure**
  **Target sees you as an ally or on the same side**
  **Target has had positive interactions with you**
  **Target has had negative experiences with you**
  **Target sees you as a rival or unliked organisation**
  **Target sees you as an enemy or opponent**
  **Target actively hates you or is at war with you.**

## Intimidate

Intimidation is used to scare or motivate other characters,
it is usually coupled with threats of violence or other negative actions,
Intimidation can be used in combat, As a full action a character may make an
intimidation check against an enemy’s Keep Calm, If they succeed the enemy
becomes shaken.

**Encumbrance:** No

**Untrained:** Yes

**Try again:** -4
penalty per attempt

**Usage:** Intimidation
requires your target to be able to see and understand you, it uses a minor
action and is opposed by your opponents Keep calm skill.

If an opponent fails a keep calm check in a combat situation
they move to the next stage of fear.

  **Target is losing the battle or discussion**
  **Target has been intimidated by you in the past**
  **The target is unsure of your abilities**
  **The target knows your abilities**
  **You have failed to intimidate the target in the past**
  **The target has the upper hand or is winning**
  **You are in no position to harm the target**

## Seduction

Seduction is used to bribe or seduce another character, it
can be used to insinuate subtle points of view, Inspire lust or appeal to
another characters ego, It works especially well in sexually charged situations
but can also be used to appeal to another characters protective nature or
greed, any seduction check is made against another characters sense motive.

**Encumbrance:** No

**Untrained:** Yes

**Try again:** -4
penalty per attempt

**Usage:** To seduce
a target you must be able to converse with them and ideally they must be able
to see you, unlike other diplomatic skills they do not need to understand you
as long as you can get your meaning across

  **The target needs what you’re offering**
  **The target greatly desires what you’re offering**
  **The target wants what you’re offering**
  **The target doesn’t need what you’re offering**
  **The target has been made a better offer**
  **The target can get what you’re offering without you**
  **The target has absolutely no need of your offer**

## Bluff

Bluff is used to convince another character of a false truth
or even blatant lie any conversation where you wish to conceal a fact or make a
false claim; any bluff check is made against another characters sense motive.

**Encumbrance:** No

**Untrained:** Yes

**Try again:** -4
penalty per attempt

**Usage:** To bluff
you must be able to converse with your target and they must be able to
understand clearly what you are saying, Your argument must be at least
plausible, arguing that the sun is out at night for example will never succeed.

  **You have some form of evidence to support you**
  **The target has believed you in the past**
  **You have support in your claim**
  **You have arguments against your claim**
  **You have been caught lying before**
  **There is evidence against you**
  **The target can see that you are obviously full of shit**

## Sense Motive

Sensing a characters motive allows you to gain an instinct
or understanding of something another character is doing, you may feel they are
trying to hide something, have ulterior motives or are attempting to lie to
you.

**Encumbrance:** No

**Untrained:** Yes

**Try again:** No

**Usage:** Sense
motive can be sued to gauge how genuine a character is in their interactions
with you, I’t can also be used to counteract Bluff and Diplomacy attempts

## Keep Calm

Keep calm allows you to oppose Intimidate, Interrogate and seduction
checks, it also allows you to make opposed rolls against any fear or morale
effects

**Encumbrance:** No

**Untrained:** Yes

**Try again:** No

**Usage:** Keep Calm
can be used to oppose Intimidation, Interrogation and seduction attempts made
against you

By making an opposed roll against your opponents check.

## Interrogate

Interrogation covers all the skills involved in questioning
another character including torture and questioning, any interrogate checks can
be opposed by either a bluff roll or a Keep Calm roll

**Encumbrance:** No

**Untrained:** Yes

**Try again:** -4
penalty per attempt

**Usage:** To
interrogate a target they must either be unable to resist you, scared or in
some way compelled to answer you, you choose the information you wish to
extract and they make opposed checks to attempt to conceal it from you.

  **You have great leverage over them**
  **They are in a panicked fear state**
  **They have no reason not to tell you**
  **The target genuinely dislikes you**
  **The target is opposed to you or your organisation**
  **They will benefit from concealing the information**
  **They are protecting a loved one**

## Leadership

Leadership is your ability to inspire and drive those under you;
it adds authority to your commands and compels others to follow your orders and
example

**Encumbrance:** No

**Untrained:** Yes

**Try again:** -4
penalty per attempt

**Usage:** The most
common usage is to convince someone under your command to take an action; it
can also be used to oppose a leadership check from another character who is
trying to take control of a situation

  **They are a close friend or ally**
  **You have commanded them well in the past**
  **They see you as an ally**
  **They dislike you or your social circle**
  **Your orders have got someone hurt or killed**
  **You are ordering them to act against a friend or ally**
  **They stand to lose their lives**

Inspire

***Triggered Ability***

*Requires 5 Skill*

You may now use your leadership skill
to oppose any fear or confusion effects used on your allies

Lead by example

***Passive Ability***

*Requires 10 Skill*

You may have your allies use your
leadership skill in place of their normal initiative modifier.

#### Persona/Social Circle

A social circle is a way your character defines themselves
in the world, By specialising in a social circle you gain a bonus to all
interactions while in that persona.

Some characters will know how to interact in multiple
circles but doing so can make that character seem dishonest and manipulative if
they are discovered in one guise by an NPC who knows them in another.

With disguise you can create multiple personas and interact
in different social circles, some examples of common social circles are.

  **Criminal**
  **High**
  **Outcasts/Exotic**

While in your persona you gain advantage on all diplomatic
checks against people who share your social circle, changing your persona
around an NPC will cause you to gain disadvantage on all diplomatic checks with
them in the future as they will see you as duplicitous.