Friday, November 16, 2012

Fantasy Core RPG--Title Level Skills


FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.


Title Level Skills:

Upon entry, the character will be considered to be a minor lord, an officer, or whatever is appropriate, and gain these four new social skills. They start at (Int bonus + Wis bonus + Cha bonus)/3 + 1/2 level. (Now those "dump" stats come back to haunt you.)

In general, figure DC 12 to use these skills on someone of a lower level (social or class), and DC 18 on someone of equal or higher level. However, take situations into account. A minor functionary that directly reports to the king may be DC 18, while if your character is a trusted advisor to the king, influencing him on minor matters would be DC 12. 10 XP to raise one of these four stats by one.

- Influence: The character is able to directly speak to a certain person. This is not a spell and will not compel anyone to action. However, a successful application means that the person has heard the message and acknowledged the reasoning behind it. Failure means that the person has disregarded it outright or not bothered to hear them out.

- Gossip/Rumor: The character is able to indirectly pass a message or information to a certain person.  Success means that is has reached the person and the character knows it.  Failure means it did not.  (Of course, gossip goes both ways.  The character should be hearing many interesting rumors.)  General rumor-mongering to disseminate information (usually untrue or only partly true) is dependent upon what group of people you want to have believe it.  A lower station group is much more likely to fall for it, than peers or higher-ups.  Even if believed, it won't prompt any action until a more concrete event occurs to somehow confirm it.
- Respect: The character uses their title, deeds, or acquaintances to gain access to some event, place, or person, past someone that does not know them or doesn't care who they are. On failure, the character is turned away (even thrown out).  This skill also represents the character's command ability.  When leading a group (who are of a lower station) into an "interesting" situation, the character may be required to roll for it.  This should only come about if the group has good reason or lacks good motivation to continue.  On failure, there is a mutiny, revolt, or a strike or whatever is appropriate.  This may not happen immediately, but will at the first opportunity (and not all in the group may participate).  Additional officers or nobles who support the character should add their Respect to the roll.  Losing their support, subtracts from it.

- Connections and Customs: Hopefully, the characters have had some meaningful contact with the nobility and other higher-ups while adventuring. Characters will have a chance of being able to make additional professional and personal contacts based on their class.

Also, in certain situations, your character may be required to handle certain protocols and etiquette. This skill covers that as well. They may also have social disadvantages that come up because of their class. In those situations, characters always start with this skill at 0. They gain their bonuses after a successful skill use without them.

Barbarian: Tribe or clan connections and mortal clan enemies. They are disadvantaged in situations requiring etiquette in civilized society.

Paladin: Church connections and all paladins are considered comrades, though there are still sniping politics. Paladins are at a disadvantage amongst rival faiths and denominations.

Knight: Noble connections and rivalries.

Fighter: Military or law connections.

Ranger: Law connections and criminal enemies. They are disadvantaged in situations requiring etiquette in civilized society.

Thief: Underworld connections, and possibly wanted by the law and having criminal rivals.

Wizard: Wizards are a small enough group that they all know each other, at least vaguely, by reputation. Petty rivalries and insular cliques are inevitable.

Samurai: Noble connections and rivalries.

Ninja: Clan connection, which has connections everywhere. And is it any wonder that few people will trust a known assassin? They are at a disadvantage in any situation where people know that they are a ninja.

Flying Warrior: Jianghu (the world of martial arts) knowledge and, of course Martial arts rivals.

Shamen: Religious connections and religious disagreements with rivials.

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