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Walking Shadows: Social Skills Revised

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  • Walking Shadows: Social Skills Revised

    Another mechanic from the Walking Shadows Campaign, designed by the ever-talented Isabella. Basically, we don't use the GMC Social System (never really clicked for us), but we did feel there was room for improvement with the social skills. So, this ended up turning into a quite heavy revision of all seven main social skills (sorry Animal Ken), driven by the following guidelines:

    <> Every Social Skill is useful. Practically speaking, Empathy, Persuasion, and Subterfuge have always been extremely used in the campaign, Expression and Intimidation show up periodically, and Socialize and Streetwise have never, ever appeared. So the idea is to even things out some.
    <> Concrete effects. Social skills do specific, precise things. You know what you get for each success.
    <> No Mind Reading, no Mind Control. Empathy does not let you know what the other person is thinking, Persuasion doesn't force the NPC to do something.

    These are still beta, but we're testing them in my campaign to generally positive effect so far, though Isabella thinks there's room for improvement. Let us know what you think!



    Perception and Knowledge Rolls: A number of these social skills also have functions when used in tandem with Wits or Intelligence. Wits rolls are considered Perception rolls, and Intelligence rolls are considered Knowledge rolls. A character may roll a specific Perception check once per current situation; they must then accept that result until the situation changes enough for a new Perception roll to become relevant. A character may roll a specific Knowledge check once per topic; they must then accept that result until new information becomes available or the adventure otherwise concludes.

    Note: The Storyteller is encouraged to answer all Perception and Knowledge questions fully, but only within the confines of the question. For example, a player who asks if there is something unusual about another character's actions should not receive a simple "Yes", but should be told what precise behavior seems unusual - however, the Storyteller should not answer what could be causing it, as this is the answer to a different question.


    GM of the Walking Shadow Campaigns
    New System and Setting Material

  • #2
    Empathy

    General
    Empathy can be used as a social roll for a Touchstone to talk someone out of Frenzy or Death Rage. At the Storyteller's discretion, Empathy may also be used to talk someone down from a "State of Mind" condition. This is an extended action, with the time and difficulty set by the Storyteller, based on the severity and cooperativeness of the person suffering under the condition.

    Wits+Empathy vs. Manipulation+Subterfuge
    For every success gained above your opponent's contesting roll, you may ask one of the following questions from the list.However, should the opponent win the Manipulation+Subterfuge roll, they may instead choose to deceive their opponent. The deceiving character chooses a number of "False Successes" that their opponent receives (which cannot exceed the number of successes gained above their opponent's contested roll). The Storyteller reports these false successes as if the deceived character had succeeded on their Empathy roll. The deceived character then asks their questions as normal, with the exception that they do not necessarily receive true answers, but instead receive the answers the deceiving character wishes to give them. If the opponent is not attempting to hide their emotions, this roll is uncontested.

    •What is this person's mood?
    •Is there something unusual about this person's actions or reactions?
    •What would make this person more inclined toward me?
    •What would make this person less inclined toward me?
    •What known recent events caused this person to react positively?
    •What known recent events caused this person to react negatively?
    •Does this person seem to dislike anyone here?
    •Does this person seem to favor anyone here?


    Analyzing
    Intelligence+Empathy vs. Manipulation+Subterfuge

    While a simple use of empathy is great for telling how someone is feeling from moment to moment, it is not so good on explaining why. Analysis allows them to pick through events and data that they know, trying to uncover trends in a person's personality.

    To use Analysis, the character must pick a target and name three pieces of information about the target, which the character believes has something in common with one another. The information may be as simple as something the target said, or a facial expression they made at someone else's comment. The character then attempts to compare the information to determine an underlying cause behind them... if there is one. This is an extended and opposed roll, with the target number set as 5 times the target's Composure. If the target reaches the required successes first, then the character can find no theme between the information, and may only attempt again if more data is uncovered. If the character reaches the required successes first, they can piece together a larger meaning from the fragments -- if there is one. The closer the three data points are in actual motives, the better the information returned is. Should the motivations behind one or more of the stated actions have nothing to do with one of the others, the Storyteller may instead inform them which, if any, of the facts are related, if not how.

    This action can be used to determine things such as, but not limited to: whether the target was acting under his virtue or vice, whether the target has a specific condition, what the target's relationship with another person is, or any other underlying trends in the target's personality (such as a hair-trigger temper, a political affiliation, or an extreme distaste for a certain topic). It is important to note that Analysis can only be used to uncover motives, not more facts - Empathy may recognize that a character is acting with extreme remorse, but unless what prompted that remorse is also known, it cannot tell why that character feels that way.

    The character may use inferred information or hearsay for their three data points, but at a risk. In the event that the character attempts to use incorrect information, the attempt automatically fails, but the Storyteller does not have to immediately state this. Instead, if the character rolls enough successes that they would have succeeded, the Storyteller is free to return incorrect information that would make sense on the assumption that all three data points are correct.


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    • #3
      Expression

      Inspire
      Not necessarily limited to a physical performance, but encompasses the entirety of the human endeavor to make art - stage plays, dances, speeches, novels, television shows, and so on. The artist or performer uses their successes to "buy" effects from the list below, assigning successes to each effect until they are out, or no longer wish to purchase anything else. Once a success has been assigned, it cannot be used in purchasing another effect. Anyone who watches, reads, or is otherwise exposed to the artwork may elect to take all of the effects, or may decide the artwork did nothing for him and forgo all of the rewards. Each effect may only be "purchased" once unless otherwise noted.

      Multiple Expression performances do not stack. Should a character encounter a different performance or artwork, they may choose to lose their previous condition and all effects attached to it, and gain the new condition along with the new effects. This does not apply to any conditions that have not been granted by the use of Expression. Should a character resolve a condition, they likewise lose access to the effects that depended on it. Players are to be reminded that they can only gain beats for resolving conditions once per scene.

      On Multiple Artists
      Most performances or artworks consist of a single roll, though some things, like books, may count as an extended action. In the case of multiple artists, such as a dancer performing the steps of a famous choreographer, treat it as a teamwork action, with the lead performer as the Primary Actor. Artwork, such as paintings or vases, work a little differently: the Expression roll sets the target number, which must be met by a craftsman's Dexterity+Crafts in order to meet the artist's vision. If the craftsman fails to meet this, the artwork falls short, and uses the craftsman's successes instead of the artist's to buy effects from below.

      On Books
      Does this mean a Kindred can go buy a +3 bonus to Mental Skills at the local Barnes and Noble? Technically, yes, though keep in mind being "exposed" to a book isn't as simple as looking at it - the person needs to read it, not just skimming it, and the bonuses only last the scene. A vampire reading a novella before Elysium will find any benefits have worn off before they get there, and if a vampire wishes to read Dostoevsky half the night instead of doing anything, they're free to.

      Base Effects
      3 successes - Swelling Emotion: The artist chooses three conditions from the following: Inspired, Steadfast, Furious, Distracted, Inflamed, Shaken, Melancholy. Anyone exposed to the artwork may elect to chose one condition from those three and be affected by it, or may instead choose none of the conditions and remain unaffected.

      5 successes - Lingering Emotion: The artist chooses three conditions from the following: Inspired, Steadfast, Furious, Distracted, Inflamed, Shaken, Melancholy, Swooning, Paranoid, Informed, Depressed. Anyone exposed to the artwork may elect to chose one condition from those three and be affected by it, or may instead choose none of the conditions and remain unaffected.

      Rider Effects
      1 success - Clarity: Anyone who is under a condition as a result of the artwork also gains a +1 to all Resolve rolls for the scene. This effect may be purchased more than once, but a character can only have a maximum of a +2 bonus in this fashion.

      1 success - Focus: Anyone who is under a condition as a result of the artwork also gains a +1 to all Composure rolls for the scene. This effect may be purchased more than once, but a character can only have a maximum of a +2 bonus in this fashion.

      1 success - The Best Medicine: Anyone who has received a condition as a result of the artwork may heal 1B damage in health. This does not represent black eyes or bruising actually healing, so much as the character no longer paying as much attention to her injuries. This effect may be purchased more than once, but a character can only heal 2B per scene in this fashion.

      1 success - Mood-Shift: Anyone who has received a condition as a result of the artwork may choose to resolve a non-persistent "State of Mind" condition that they currently possess. Resolving a condition in this manner does not grant the character a Beat.

      2 successes - Food for Thought: Anyone who is under a condition as a result of the artwork also gains a +1 to all mental skills for the scene. This effect may be purchased more than once, but a character can only have a maximum of a +3 bonus in this fashion.

      2 successes - Engaging Conversation: Anyone who is under a condition as a result of the artwork also gains a +1 to all social skills for the scene. This effect may be purchased more than once, but a character can only have a maximum of a +3 bonus in this fashion.

      2 successes - Racing Blood: Anyone who is under a condition as a result of the artwork also gains a +1 to all physical skills for the scene. This effect may be purchased more than once, but a character can only have a maximum of a +3 bonus in this fashion.

      3 successes - Catharsis: Anyone who has received a condition from the artwork also regains a point of Willpower. A character can only regain willpower from Expression effects once per scene.


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      • #4
        Intimidation

        Browbeating

        Action: Instant; Opposed
        Dice Pool: Varies, see below

        The art of bullying someone until they're too tired or frightened to resist you. Make no mistake, browbeating is not a subtle action, and everyone is aware that you're doing it... assuming they know who is doing it at all. The usual roll is Presence+Intimidate, but the skill is endlessly flexible. Someone could flip a knife out at uncanny speeds for a Dexterity+Intimidate, or start spouting big words for an Intelligence+Intimidate. There must be some manner of visible, threatening display, even if the browbeater is not physically there (such as a broken window). The roll is opposed by the target's Resolve+Composure. If the target wins, nothing happens, and the bully takes a -1 to further Intimidation rolls against anyone for the rest of the scene. If the bully wins, one of two things can happen:

        • The target immediately loses a point of willpower. If the target has no more willpower, they instead gain a temporary Depressed condition.
        • The bully names an action aloud, something as simple as "I wouldn't do that if I were you" or something as complex as "you'll bring me one thousand dollars in unmarked bills to my townhouse tomorrow in a Micky Mouse lunchbox." If the target disobeys, they lose a point of willpower; if the target has no more willpower, they instead gain a temporary Depressed condition.

        A character can only browbeat a specific person once per scene. The Storyteller is highly encouraged to modify the roll depending on the situation - a box with a severed finger in it is far more frightening than a badly spelled threatening note on its own, while a gang of heavily armed thugs is a lot less likely to care about someone's threats.

        Quell the Crowd

        Cost: 1 Willpower
        Action: Instant
        Dice Pool: Presence+Intimidate or see below

        The roll for this action depends on how the character wishes to go about it. The most common is Presence+Intimidate to simply look frightening, but sufficient display may allow the use of a different attribute: a strongman might bend a poker in half for a Strength+Intimidate, and a sinister blackmailer might whisper just a hint she knows what you're hiding for a Manipulation+Intimidate. The intimidating character then spends 1 willpower, and any offensive action against them is penalized by the successes on their intimidate roll, be it Social or Physical: no one wants to be the first to throw a punch against them, and no one is very keen on being caught back-talking them either (Mental Rolls are unaffected). If the Intimidation roll involved a display, such as bending a poker, then only the people who saw the display are penalized when acting offensively.

        Quell the Crowd lasts either until the end of the scene, or until someone successfully manages to attack or otherwise foil them despite the penalty. If this occurs, the facade of invulnerability comes tumbling down, the penalty no longer applies to anyone, and the character may not use Quell the Crowd again for the rest of the scene.


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        • #5
          Persuasion

          Fast-Talking

          Manipulation+Persuasion vs. Wits+Composure

          Sometimes it doesn't matter what comes out of your mouth, so long as it's fast enough and with enough conviction. The art of Fast Talk is attempting to bamboozle by throwing words at someone until their brain gives up and shuts down. This only works while you keep talking, however - once you've left, the person might think over what you actually said, and realize she's been duped. Fast talking is not an elegant deception, it is blunt force word trauma to the head.

          When attempting to fast-talk someone, the character rolls Manipulation+Persuasion vs. the target's Wits+Composure - at the Storyteller's discretion, different distraction techniques may involve different dice pools. If the target wins, the attempt fails, and is immune to further fast-talk attempts for the rest of the scene. If the fast-talker wins, the target gains the Distracted condition, with a penalty equal to the number of successes gained above the opponent's successes. This penalty may not exceed the fast-talker's Manipulation score.

          The Distracted condition lasts only as long as the character keeps talking. Once they have stopped or left the area, they have a very short period of time before the condition ends. Once it does, the target rolls Int+Wits, with a penalty equal to the Distraction penalty. If they succeed, they realize what just happened, and will act accordingly - a spouse receiving a hasty explanation about why the fast-talker was out so late may simply roll his eyes and sigh, while a security guard will probably trigger a silent alarm.
          Distracted
          Something has caught the character's eye, making it difficult for them to pay attention to other things. The character takes a -2 penalty on Wits rolls (including Perception, Wits+Empathy, and Wits+Subterfuge).
          Resolution: The source of the distraction goes way.
          Beat: The character chooses to fail a perception roll without rolling.
          Expiration: Scene
          Making a Deal

          The wheedling car salesman offers you the moon on a string. You've hear he's untrustworthy, but he is very convincing... Persuade is the art of wheeling and dealing, of making people want to do as you say. It's a powerful skill in anyone's arsenal, but it does have its limits - namely, it cannot make anyone do anything. The other party is free to walk away at any point in the proceedings, even after the deal is concluded, so most wheelers and dealers use Persuasion to assist them in their dealings, rather than depending on it entirely.

          The dealmaker uses their successes to "buy" benefits from the list below, assigning successes to each effect until they are out, or no longer able to purchase anything else. If the person being persuaded agrees to whatever they're being asked to do, they receive these benefits, and also gain the Persuaded or Committed condition. They may spend the benefits at any later point to gain the bonuses provided by them. Once a benefit is activated, it is used up and gone.

          Nothing stops the person from turning the offer down, and nothing stops someone from deciding not to accomplish the task they promised, beyond their own honor or fear for the consequences.

          The request must be something that costs the character something in the way of effort, resources, time, or possibly dignity. Asking a friend to go fetch a soda is not likely to apply, unless said friend doesn't want to feel like a lackey and really doesn't want to fetch the soda. Multiple Persuasion effects can stack, if the character is willing to get tangled in that many strings. The dealmaker may likewise purchase the same benefit multiple times. Unless otherwise noted, the benefits granted from a Persuade roll last until use, and unless otherwise stated a character is only granted these benefits if they agree to the deal and take the condition.

          Roll: Presence+Persuasion or Manipulation+Persuasion

          Dramatic Failure: You offend the other person in the middle of your efforts, and while you might manage to smooth it over, they're nowhere near inclined to keep listening to your proposals. You may no longer attempt to roll Persuasion against them for the rest of the scene.
          Failure: The other person might agree on their own whims, but has no real incentive to help you.
          Success: You may purchase as many benefits as you can afford from the list below. If the other party accepts these benefits, they gain the Persuaded condition.
          Exceptional Success: You may purchase as many benefits as you can afford from the list below. If the other party accepts these benefits, they gain the Committed condition.

          Benefits

          1 success - Clarity: A character with this benefit may spend it to gain a +1 to a Resolve roll, or raise their Resolve by 1 for the purposes of resistance. This benefit may be purchased more than once, but multiple uses of Clarity do not stack with each other.

          1 success - Focus: A character with this benefit may spend it to gain a +1 to a Composure roll, or raise their Composure by 1 for the purposes of resistance. This benefit may be purchased more than once, but multiple uses of Focus do not stack with each other.

          2 successes - Mental Acuity: A character with this benefit may spend it to gain a +1 to all mental skills for the scene. This benefit may be purchased more than once, but a character may only have a maximum of a +1 bonus from Mental Acuity at any point in time.

          2 successes - Social Acuity: A character with this benefit may spend it to gain a +1 to all social skills for the scene. This benefit may be purchased more than once, but a character may only have a maximum of a +1 bonus from Social Acuity at any point in time.

          2 successes - Physical Acuity: A character with this benefit may spend it to gain a +1 to all physical skills for the scene. This benefit may be purchased more than once, but a character may only have a maximum of a +1 bonus from Physical Acuity at any point in time.

          3 successes - Purpose: The persuaded character regains a point of Willpower. A character may only regain willpower in this fashion once per scene.

          3 successes - Well-Conditioned: In addition to the Persuaded or Committed condition, the persuaded character may gain either the Inspired condition or the Steadfast condition. These conditions resolve and expire as normal.

          5 successes - Hold - The dealmaker gains a hold over the other character, which can be used to offer a Beat in exchange for cooperation. Unlike other benefits, the Beat is not granted upon the character's agreement to the deal. The dealmaker maintains the hold until one of the following conditions are met, at which point the persuaded character gains the Beat:

          • The agreed-upon deal is completed.
          • The character or a close ally takes more than 3B damage as a result of pursuing the deal, or is otherwise put in serious danger.
          • The character encounters a Breaking Point while pursuing the deal.
          • The character encounters a Falling Point while pursuing the deal.

          The dealmaker may also choose to release their hold if they are satisfied with the character's efforts on their behalf, granting the Beat whether the conditions above are met or not. This benefit may be purchased more than once. As a special condition, this benefit can be applied even to people who do not agree to the deal's terms, although they have no means to gain the Beat beyond the whims of the dealmaker.

          7 successes - Determination: A character with this benefit may spend it to reroll any non-supernatural dice pool. The character must take the second result, even if it is lower. This benefit may be purchased more than once, but a character may only use one instance of Determination per scene.

          10 successes - Adamant: A character with this benefit may spend it to reroll all failed dice in a non-supernatural dice pool. This benefit may be purchased more than once, but a character may only use one instance of Adamant per scene.

          Conditions
          Persuaded
          Your character has agreed to something. Hopefully that isn't going to be a problem. Should your character fail to uphold their end of the bargain or give up on a reasonable attempt to accomplish their task, the condition resolves, and the person they were persuaded by gains the Disappointed condition.
          Resolution: The condition resolves as above; the task is completed; the character takes significant injury or trauma in the pursuit of their end of the deal (character or ally takes more than 3B damage, encounters a falling or breaking point, or is otherwise placed in danger).
          Beat: The character encounters trauma or danger as a result of attempting to uphold their deal.
          Expiration: Persistent

          Committed
          You are determined to see your promise through... at least, up to a reasonable point. Should your character give up on a reasonable attempt to accomplish their task, the condition resolves, and the person they were persuaded by gains the Jilted condition.
          Resolution: The condition resolves as above; The character accomplishes the task; the character learns new information about their task that makes it objectionable; the character encounters serious stress or danger due to their task or abandons it to avoid said stress or danger.
          Beat: The character continues with their task despite trauma or danger.
          Expiration: Persistent

          Disappointed
          Someone made you a promise and then broke it. Maybe they had good reasons, but you're still feeling uncertain about how reliable they are. The deal breaking character has all Persuasion rolls against you reduced by a number of dice equal to the persuasion roll you used to convince them.
          Resolution: You accept some manner of explanation or restitution for the incomplete task.
          Beat: n/a
          Expiration: Persistent

          Jilted
          You thought they had your back, but things just didn't work out. They'll have to forgive you for feeling a bit sour. When in the presence of the character who Jilted them, the character may resolve this condition to inflict a Dramatic Failure on any social roll or supernatural power the deal breaker attempts to make against them.
          Resolution: The condition is resolved as above.
          Beat: n/a
          Expiration: Persistent


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          • #6
            Socialize

            Wits+Socialize
            For each success on the roll, you may ask one of the following questions:

            •What are the local rumors?
            •What is this group currently most focused on?
            •Who among this group seems to have the most favor?
            •Who among this group seems to have the least favor?
            •Who among this group seems the most controversial?

            Int+Socialize
            For each success on the roll, you may ask one of the following questions:

            •How can I make the best initial impression to [relevant group]?
            •Are there any local venues that would suit [relevant person's] tastes?
            •What is the proper etiquette for speaking to [relevant group]?
            •Are there any known faux pas I should avoid committing with [relevant group]?

            Working the Crowd
            Presence+Socialize or Manipulation+Socialize

            Each application of Working the Crowd takes at least half an hour, and possibly longer depending on the size, which the character spends in conversation attempting to work people around to their point of view. The character may "spend" the successes gained on their roll to perform one or more of the following actions:

            • Plant a rumor. The rumor strength is equal to the amount of successes placed in it, ranging from a one dot rumor (known only to two people and their cat) to a five or more dot rumor (everyone in the group has heard it, people who have no reason to think otherwise may consider it fact). Rumors, barring any further manipulation from outside sources, fade in potency at the rate of one dot every week -- at the Storyteller's discretion, this degradation may occur faster, due to other events overshadowing it or due to contrary evidence becoming public knowledge.

            • Erode a local rumor. The character may spend one success to remove a dot of potency from a rumor over the course of them working the crowd, even going so far as to dispel the rumor entirely.

            • Prime the crowd. For each success spent, the character can gain a extra die on an Expression roll used upon the same crowd within the next scene. The character may only spend a number of successes on this action up to their Presence. If not used by the end of the scene, the successes are wasted.

            • Champion a cause. The character must pick a specific person, a group of people, or a topic of conversation. The character then choses if they are championing for or against that topic, group, or person. Each success spent is placed aside in a special pool. Whenever a non-perception social roll comes up involving the specified person, group, or topic, successes are taken out of the pool to modify the applicable social roll. If the character championed for a specific topic, group, or person, then each success spent adds one extra die to the social roll; if the character championed against a specific topic, group, or person, then each success spent subtracts one extra die from the social roll. An individual roll can only by modified by a number of successes equal to the championing character's Presence. Once a success is spent, it's gone, and if the successes are not all spent by the end of the day, they are wasted.

            Having multiple people championing the same cause is treated as a teamwork action, with the secondary actors rolling the successes spent on this action as normal dice, and adding any successes from that to the primary actor's pool.

            • Hide a Lie in the Crowd. Since Socialize requires talking to people, all of its actions can be easily traced back to the source. However, if the character is using Manipulation+Socialize, they may spend one extra success per action to disguise where the source of that action came from. People may recall the character speaking to them about the relevant topic, but only as one face among many. This action cannot be used to convince the crowd someone else performed the character's action: this is the domain of Subterfuge.


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            • #7
              Streetwise

              Wits+Streetwise
              For each success on the roll, you may ask one of the following questions:

              •How can I avoid standing out in [location]?
              •What can I currently see that might pose a threat to me?
              •What areas are the police most active in?
              •What areas are the police least active in?
              •What are people in this location most likely to find acceptable?
              •What are people in this location most likely to find unacceptable?
              •What are people in this location most likely to value?
              •Is this a fair deal or can I get better elsewhere?

              Int+Streetwise
              For each success on the roll, you may ask one of the following questions:

              •Does [location] have any known subcultures associated with it?
              •Does [location] have any known Black Market or other illegal connections to it?
              •Does [location] have any known dangers that I should be aware of?
              •Does [location] have any known authorities that I should be aware of?
              •Does [location] have any known shortcuts or secret entrances? (This question does not cover entrances or lairs with a Secrecy rating or supernatural occlusion)
              •Does [subculture] have any known practices I should be aware of?
              •Where can I find [relevant goods or services]?


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              • #8
                Subterfuge

                Wits+Subterfuge vs. Manipulation+Subterfuge
                For every success gained above your opponent's contesting roll, you may ask one of the following questions from the list. However, should the opponent win the Manipulation+Subterfuge roll, they may instead choose to deceive their opponent. The deceiving character chooses a number of "False Successes" that their opponent receives (which cannot exceed the number of successes gained above their opponent's contested roll). The Storyteller reports these false successes as if the deceived character had succeeded on their Subterfuge roll. The deceived character then asks their questions as normal, with the exception that they do not necessarily receive true answers, but instead receive the answers the deceiving character wishes to give them. If the opponent is not attempting to hide their motives, this roll is uncontested.

                •What is this person's ulterior motive?
                •What is this person attempting to accomplish right now?
                •Can I spot a discrepancy in this person's story?
                •Is this person acting contrary to how I know them?
                •Do I think this person is being coerced in some manner?
                •Is this person trying to hide something from me?


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                • #9
                  I like these, though I think I need to review what questions Auspex can answer versus these, as some of them worry me with the potential to be too useful! (As opposed to the discipline)

                  I guess Auspex comes with the bonus of a heftier dice pool and a lack of contesting the roll.


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                  • #10
                    I've got a question about these actually. Do you have a time frame for these actions?

                    Another one, what's your Depressed Condition?
                    Last edited by Leetsepeak; 02-16-2014, 03:42 AM.


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                    • #11
                      I love it! This makes things much clearer! I especially like the idea of using Socialize to plant rumors.

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                      • #12
                        Glad you guys like it! And yes, Socialize is far more relevant now than it ever was before, I feel.

                        Time frame... not really. I run a PbP, and figuring out just how long a social exchange goes has never been relevant, nor have I really wanted to force the PCs with "You must talk about stuff for another half hour before you can roll." That said...

                        The Knowledge & Perception rolls are basically Reflexive, instantaneous actions. The limiting factor here is not the action, but that you are limited to one per situation, essentially.
                        Expression will take as appropriate for the work of art being done.
                        Persuasion and Intimidation can be as short or as drawn out as you like -- I'd allow a really heartfelt PLEASE to qualify as a Persuasion.
                        The rest I think have durations listed.

                        As for the Depressed Condition, here it is:

                        Depressed
                        In a state of depression, it feels as if nothing good can ever happen again. There is no hope, there is no joy, there is no happiness, and the world is cold and bleak. A depressed character cannot spend Willpower to enhance a roll (though he can still spend it to activate supernatural abilities).
                        Resolution: With temporary Depression, a Touchstone may talk the character down from their Depression as an extended Presence+Persuasion action (5-10 minutes per roll, successes vary by default to 10). Truly joyous events can also dispel temporary Depression (receiving a profession of deep-seated love, achieving a long-sought goal). Persistent Depression is more difficult, and may require major lifestyle changes, medication, and therapy.
                        Beat: The character slips into apathy or has an anxiety attack, not taking some specific action even though it is manifestly clear that they should and that not doing so will harm them.
                        Expiration: 1 adventure/1 month, though it may be shorter or longer (Persistent Depression is a Madness Condition).


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                        • #13
                          I really like these! They elegantly and efficiently solve the problem of what it actually means when one character rolls (say, Intimidation) against another. Your Persuasion is divided directly into Fast Talking and Deal Making - would you consider adding another iteration for Seduction?

                          Also, you reference the Furious, Inflamed, and Melancholy Conditions, but I can't find write-ups for those in any of your posts. Would you mind making those available as well?
                          Last edited by Is_A_Becca; 03-25-2014, 02:15 PM.

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