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).
No comments:
Post a Comment