Monday, July 8, 2019

Robomeck RPG: Appeal Rolls

Robomeck RPG Index

Appeal Rolls
Rule One here: Do not roll every time a Character asks an NPC for something.  If it’s something reasonable, and/or in NPC’s best interest, they just do it.  There should only be a roll if the NPC is in opposition to the Character at least on this specific issue, or they want something back from the Characters.  The Character needs to gain something; the NPC gives up something.  NPC’s will have their own motivations involving the Characters, but will not roll dice.  Further, Characters don’t roll dice against each other in personal situations.  In those two situations, you’ll have to convince a Character without the dice. 

The Appeal roll involves the Player choosing a type of Appeal, based on their Character’s stats, the NPC’s motivation, and the situation.  They can use whatever Appeal they want, but will have to justify it.  The Ref sets the DC.  If the Ref decides that the situation is complex (certainly 3 XP events qualify), after the roll, they can have the Player roll again to confirm the result or shade it.  Ironically, though personal relationships can pay XP, Characters cannot use FP or XP in an Appeal roll.  (Let the tears commence.) 


Types of Appeals

Muscular Appeal ½ level + (Cha + Str)/2
The Character is trying to look powerful.  This can include showing off muscles or picking up something heavy or grabbing a girl up in your arms.  This can include physical intimidation like against thugs and such.  Warning: Do not attempt to physically intimidate anyone with a higher rank.  That’s a trip straight to the brig.

Gracefulness Appeal ½ level + (Cha + Dex)/2
The Character is trying to look proficient with their reflexes and being smooth.  Yes, this can include strutting, dancing, and even playing video games (“In my off duty hours, I’m a major streamer on Twitch, baby.”) 

Athletic/Robust Appeal ½ level + (Cha + Con)/2
The Character looks very fit or alternately, very hale and stout, and is trying to impress someone with a physical activity like running or swimming or even eating and drinking and just looking sturdy.  A Player planning on using this option is likely going to have to make a choice as to what kind of body type their Character has before play.  (One’s capacity for inebriation isn’t necessarily tied to their size.  This stat however measures how well someone can still be charming while drinking.  It’s a Fort Sv to stay conscious if you’re just drinking.) 

Intellectual Appeal ½ level + (Cha + Int)/2
The Character is attempting to make a logical argument.  It may not even be logical, it just needs to sound logical and hopefully the other person doesn’t think it through.  Just making the roll isn’t enough.  The Player, through their Character, will actually have to say something.  Actually, don’t let them roll until they say something cogent.  In-Character lies and deception are perfectly acceptable.  Remember that NPC’s do not have the omniscient knowledge of the Ref; they can be fooled (or pretend to be, keep the results of the roll secret if need be). 

Emotional Appeal ½ level + (Cha + Wis)/2
The Character is attempting to make others feel sympathetically like they do.  Love, lust, hate, feed the starving children, take care of the abandoned pets, etc.  This skill also applies to trying to psychologically intimidate someone.  As above, if the Character is making a verbal emotional appeal, they will have to say something.  Don’t let them roll until they . . . emote (Acting!).

Pure Charisma Appeal ½ level + Cha
The Character is trying to do it on charm, to get the person to like them and want to please them.  Perhaps the Character is cool, good-looking, or has an engaging personality.

Pity Appeal
For those Characters with Sub-Normal abilities, this one’s for you.  If the Character uses or is forced to use a Sub-Normal ability in a task, the Player may ask that the NPC’s be forced to make a DC 12 Will Save with their Sub-Normal modifier added to the result.  Upon success, the NPC laughs or such.  Upon failure, the NPC is moved to help or think better of the Player Character.   


After the Player decides on how the Character wants to Appeal to an NPC, the Ref will decided on the DC for the roll.  Here’s some general guidelines.

DC 12 Sympathetic, good mood, helpful, lower or same rank, good past experience with Character, you’re famous/they’re not, predisposed to liking people like your Character. 

DC 18 Apathetic, bad mood, hostile, higher rank, bad previous experience with Character, they’re famous/you’re not, predisposed to hating people like your Character.

Of course, you can use other DC numbers.  If the NPC has mixed feelings about the moment or the Character, split the difference and go with DC 14 or 16.  The DC should not be set for less than 12 or more than 18.  In those circumstances, don’t roll.  The event either automatically happens or has no chance.  There should not be more than one quick argument allowed over setting the DC.  Any more than that and the attempt automatically completely fails.

Along with the NPC’s feelings, the situation in which the Appeal is being made should be considered.  Is the type of Appeal inappropriate for the situation?  Is the NPC in an abnormal situation where they might not make the same decisions that they would normally? 

Moreover, an Appeal roll might not always be just success or failure.  It could be shades of it.  The Ref may call for a second roll to confirm the result, especially if it involves an important NPC, an important moment, or is a conflicted situation.  (Don’t be a d*ck about it if it’s a minor event or an unimportant NPC.)  If the result stays the same, then it stands as is.  If it’s different, then it’s a success, but with complications, or it’s a failure, but with a chance of redemption. 


Awarding XP for Social Interactions
XP generally works the same way for personal encounters as combat ones.  Award 1 XP for minor successes, 2 XP for moderate ones, and 3 XP for major accomplishments.  Let’s look at dating for example, 1 XP for getting introduced, 2 XP for a successful date (your call on “success”), and 3 XP for actually being a couple.  But that’s only under average circumstances.  If the prospective date is a celebrity or an enemy ace, it’s going to be 3 XP to just get the date and probably several steps to get to that point.

Converting an enemy or a rival adversary to your cause should definitely be hard and worth 3 XP.  Rallying some cowardly locals to fight the Hive would be a 3 XP effort.  Placating a miffed girlfriend or wife would be worth 2 XP.  I would say that a Character/NPC relationship that “fails” and is over, should award 1 XP, just for the experience learned.


Here’s some more example social situations: Maybe the Characters want to transfer into an elite front-line squadron (will have to prove themselves with smaller missions first and then appeal to the CO of the unit).  Maybe they’re trying to get access to an experimental weapon or mecka (will have to convince the scientist in charge, maybe do some favors).  Perhaps the group may be infiltrating a Hive sympathizer group (will have to find a contact, get their confidence, get introduced to their leadership).   

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