Your tags:. Send-to-Kindle or Email Please login to your account first Need help? Please read our short guide how to send a book to Kindle. The file will be sent to your email address. Your tags:. Send-to-Kindle or Email Please login to your account first Need help? Please read our short guide how to send a book to Kindle. The file will be sent to your email address. A obvious from appearance, dress, manner, or speech.
Other skills can be used: FastTalk to run a con, Merchant in a sales presentation, Panhandling to beg, or Sex Appeal to show off your personal charms, for example.
In all cases, the roll If a person from the reference society p. Concealing an Italian one. In such cases, use the rules for identifying Status such an inspection takes a roll against Acting; p. B penalSavoir-Faire or Streetwise can substitute for suitties as appropriate.
Apply penalties for unfamiliar cultures p. B23 able types of crowds. A key ability of effective social engineers is picking the Longer-term assessment of motives and personality right person to interact with. The con artist knows how to size requires a Psychology Applied roll. Both Body buy; the waitress knows which tables will leave good tips, and Language and Detect Lies can be complementary skills for gives them extra attention.
The essence of the process is judgPsychology Applied. This only works in a target-rich environment. Full psychological react well, as the choice has been forced on you.
A person assessment is possible after an hour. The Body Language and with good social skills can overcome the natural cohesion of Psychology Applied rolls are affected by time spent p.
In a cinematic campaign, the wildcard skill Psychologist! The base time to scan a crowd is 10 minutes; taking p. If Rank substitutes for Status directly, any adult member of the society can do so. Outsiders who deal regularly with the organization can recognize its insignia on an IQ roll or a Heraldry p. Rank without obvious markers is proved by credentials or personal identification, or by being introduced by a superior.
A member of the organization can verify Rank with a roll against Administration or, for organized crime, Savoir-Faire Mafia. B can identify relationships with a roll against Intelligence Analysis or Sociometry p. Success on this roll will spot who is whose Patron, Ally, Contact, Dependent, or Enemy; who owes who a Duty; and any feelings between group members that would qualify as a disadvantage, such as Intolerance or Sense of Duty.
If there are multiple relationships on the scene, every two full points of success reveals an additional relationship, starting with the strongest; critical success reveals all of them.
Failure reveals nothing; critical failure misreads the strongest relationship, or creates the illusion of a relationship where none exists.
But a trained observer can also see subtle relationships. After an hour of watching a larger social group, make a Per-based roll against Anthropology, Criminology, Psychology Applied or Experimental , or Sociology — or against practical skills such as Leadership or Politics, in suitable situations.
Longer observation grants a bonus p. Reaction rolls have different effects in different situations; see Appendix A for examples. In many scenes, a reaction roll takes place when the observer usually a PC becomes aware of the reaction. Usually, this happens when the reacting character expresses a reaction overtly, but an observer can use Body Language, Empathy, or Sensitive to see unexpressed reactions see Motives, p.
After a successful roll for one of these traits, make the reaction roll as soon as the reaction occurs. Treat the outcome as a Neutral or Good reaction. This is the reaction an observer first picks up with Body Language or Empathy see Motives, p. A general reaction roll can be used whenever no other specific roll clearly applies. The following circumstances modify general reactions. A seriously inappropriate approach gives the entire party -1 or Having a Social Stigma or Social Regard gets such reactions from nearly everyone.
People who are Chummy or Gregarious almost always react well to other people, while Loners react badly. Reputation: A Reputation can affect any reaction roll for which it is relevant. Negative Status often imposes a penalty, and lower Status may do so p. Within an organization, Rank has the same effects as Status.
Social Chameleon p. Fashion Sense has similar effects for visible Status Styling, p. Many transactions have well-established prices that both sides know, or that are shown on price tags or listed in catalogs. Make reaction rolls only when the price is subject to bargaining.
For transactions with individual consumers or users, this is the price listed on pp. Use the following rules for a sale by the merchant. The rules are similar when the PCs are selling to the merchant, but the merchant is buying, not selling.
The PCs can accept the price, refuse and walk out, or make a counteroffer. Unfortunately the reaction is a 6, modified to 7 Poor!
Haggling In some cultures, people in general treat nearly every sale or purchase as an occasion for haggling; this often includes buyers or sellers found through a search roll p. Merchants dealing with other merchants are likely to haggle in any culture. For these situations, or for adventurers who simply like to bargain, use a more elaborate procedure.
Bargaining starts with the initial prices proposed by the buyer and seller. From this point on, haggling goes as follows: 1. If the PCs made the original proposal, they have the first move; go directly to step 2. Either way, haggling ends. Otherwise, continue to step 4. The merchant will lower his price or raise his offer in response. Repeat steps Modifiers: -1 to -4 for Compulsive Spending p. Complementary skill use p. In addition to the above, which modify every haggling roll, either side may use other complementary skills; e.
Alternatively, the riskier rules under Manipulation p. Either way, each complementary skill only modifies a single Quick Contest; a bonus for further haggling will require a new approach. A different form of haggling takes place between two merchants with an established relationship, trading in a familiar commodity. In a culture where haggling is widespread, use it for any two people dealing in any commodity whose fair price they both know.
Roll a Quick Contest of Merchant skill p. B , applying the modifiers above. See Request for Aid Results p. Cost: -1 if the request would inconvenience the NPC or cost him money; -2 if it would put his job or social standing at risk. Physical Danger: -3 for most ordinary people; -1 for adventurers who face danger regularly. From the selfish and the philanthropic alike, we are bombarded with requests to do, donate, attend, volunteer, eat, drink and buy.
If the information requires a security clearance, is proprietary, or is traceable to a unique source, treat the situation as a request for aid. See Request for Information Results pp. Several specialized modifiers apply: Complexity: -1 for a complex question, or -2 for a very complex one. Danger: -3 if answering would endanger the NPC. Bribery: See pp. Reaction rolls determine whether the intended recipient will even listen to the story or read the message, and whether he believes it, or dismisses it as a mistake, a delusion, or a lie.
The Basic Set treats this as one form of request for aid p. B ; but not all PCs with stories to tell are looking for help — entirely different reactions may take place, and different modifiers often apply. Use Response to Information Results pp. If the PCs are lying — intentionally telling a story they know is false — see Lies pp. Delusion: -1 to -3 see p.
B if the information given reflects a Delusion — unless the listener has the same Delusion! The reactions of the people they pick to have fun with are determined in much the same way as in general reaction rolls, but the consequences are more specific and normally shorter-term, so they have their own table Recreation Results, p. Spending Money Freely: Treat this as offering a bribe see Bribery, pp. Confusing the two can lead to interesting situations! This section discusses short-term encounters; for lasting relationships, see Building Trust pp.
Suitors often start out by asking discreetly for a private meeting, at which they plead their case more openly Fade to Black, p. On the other hand, in some places e. Anonymity can have the same effect, whether real e. This is not a matter of reaction rolls; the GM should decide whether such motives exist. Apply the following modifiers and consult Seduction Results p. What happens when a romantic approach produces a favorable reaction? Erotic Art.
Or, if they do, there will be skill penalties for distraction, from -2 to In many campaigns, going somewhere private takes a PC off camera; he comes back when the private events are over. Often it calls for further reaction or Influence rolls to find out, until a Very Good reaction is achieved see Seduction Results, p.
Physical consequences can be important, especially in actionoriented campaigns: being unarmored or undressed at the wrong time, losing FP, infection with a social disease Contagion, p. B , or pregnancy for a female character see Low-Tech Companion 1 for details. Dramatic appropriateness is the big issue. Explicitness tends to produce bawdy humor especially after critical failures! Complying Is Risky: -1 if the courtship might embarrass the target, -3 for risking a Social Stigma or endangering a marriage, or -5 for potential physical danger.
Gifts: As for offering a bribe see Bribery, pp. Relative Appearance: Add or subtract the difference in reaction modifiers for Appearance and Fashion Sense if applicable. With an Androgynous p. If not appropriate, or the skill roll fails, -2 for making the attempt! This only applies if he is attracted to your sex, species, etc.
Being skill-based, influence takes time and usually the ability to talk with the NPC. The exception is Diplomacy; see Influence Skills p. The basic mechanic for Influence rolls is a Quick Contest of an Influence skill vs. In general, reaction roll modifiers also affect Influence rolls — but not necessarily other rolls vs. Influence skills. Often this involves looming over people, shouting, or visibly becoming angry, but some people achieve it by quiet menace. A critical success, or a critically failed Will roll by the subject, produces outright terror, requiring a Fright Check pp.
On a failure, the attempt is treated with contempt as empty bragging. The person being influenced rolls vs. Will tocracy. Savoir-Faire can be used in place of any to resist, and p.
It includes knowing how to ask for bention, torture, etc. All of this sounds as if Influence is overwhelming efits in a way that appeals to established custom. But it gives the wrong on outsiders as a reason for doing what you ask. A impression of other Influence skills. Diplomacy p. It decisiveness, clearly identified values, and general self-knowledge and includes the ability to guide people of higher mental clarity. Persuading people with these qualities requires finding standing in proper or expected behavior discreetly just the right presentation, or catching them in just the right mood.
Intimidation might be compared to senior noncoms. The resulting emotions produce a Very Good reaction on a success. Failed Sex The important differences are not in what they are used for but Appeal rolls look ridiculous or creepy.
It includes knowing how to ask skill you use to seduce someone. But some people Diplomacy: The art of reaching agreements in general. Diplouse Influence skills without conversation, contact, or appreciamacy can be used in place of any reaction roll outside combat. Losing the Influence roll means you and silently.
Voice modifiers never apply. Each Influence skill has its own Shtick see p. Or more than one — the GM is free to invent or allow roll and the Bad reaction from the Influence roll.
Each Shtick has a single, stereotyped Fast-Talk: Short-term persuasion, based on confusing peoeffect. An Influence roll is still required. On a failure, the subject catches on already Easy! Here are examples of substitute Influence skills: Instead of substituting for an Influence skill, another skill can complement p. Carousing is an obvious example; the results of Carousing can modify Sex Appeal rolls to charm someone at a party, or Fast-Talk rolls to get your companions to do something silly or reckless.
Influence skills can also complement various other skills — as uncontested skill rolls, not as Influence rolls. An anthropologist can use Diplomacy to gain the trust of native informants, adding to his Anthropology roll to learn their cultural patterns.
A performer can use Sex Appeal to get a better audience reaction to Dancing, Performance, or Singing. See Distraction p. In a cinematic campaign, the wildcard skill Negotiator! Animals, plants, and spirits can only be influenced by those with the respective Empathy advantages pp.
B40, B75, and B To count as an animal, a species must have IQ 5 or less. Plants and spirits are more alien, and remain immune even if sapient. Animal behavior can be influenced by physical stimuli such as gestures or offers of food. This requires an Animal Handling roll; it is not an Influence skill and no Quick Contest is involved. An IQ roll is sufficient for immediate, very simple results, but not for sustained training.
Also, because Intimidation can convey a threat without language, it should be considered an exception to the rule against using Influence skills on animals. Expanded Influence Rolls A reaction roll produces a wide range of outcomes, from Very Bad to Very Good if unmodified, whereas the result of an Influence roll is binary — normally either a Bad or a Good reaction.
As an optional rule, an Influence roll may generate a wider range of reactions, based on the margin of success in the Quick Contest. These rules are adapted from GURPS Mysteries, which presented a similar table, though one designed specifically for hardboiled mysteries and police procedurals, with a different distribution of outcomes and an elaborate system of modifiers. The GM is free to devise other customized tables for specific genres! This rule alters one of the trade-offs between reaction modifiers and Influence skills.
Under the standard rules, Influence skills give predictable, moderately useful results; reaction rolls can give more dramatic results, but the outcomes are less consistent. With these alternate rules, the big difference is that a strong-willed person can resist Influence skills better, but remains susceptible to reaction modifiers. Any Indomitable p. The GM may allow a character to be Resistant p. Specific Influence skills may not work on certain races or individuals: Intimidation does not work on an Unfazeable character or species p.
Sex Appeal does not work on a Neutered or Sexless character or species p. B or one with Killjoy pp. The target may find the behavior irritating, funny, or simply baffling; make a general reaction roll. On the other, few things wreck a campaign as quickly as telling players what their characters have to do because someone else has won a dice roll. But the contradiction is less real than it seems. Be creative! If the PCs have to rely on more indirect forms of communication, their options are more restricted.
The same rules apply to nontechnological virtual presence, such as magically projected images. Using technological media does take practice; each new medium, such as film, radio, or virtuality, is a new familiarity p. B for Public Speaking. Low-definition video or audio signals such as analog television or s telephones completely eliminate it, and also halve the effects of Voice for audio or Appearance for video , rounding toward 0.
This can benefit the unattractive or those with Disturbing Voice, whose bad qualities come through less strongly! A virtual avatar can have Charisma if its animated motions are based on sophisticated motion-capture technology, translated into animation in real time. Instead of showing an image of another person embedded in a virtual environment, or projected onto the physical environment, it projects a virtual environment onto a physical environment.
Having independent access to augmented reality enables an instant background check see Background, pp. A superior third-party dossier, whether provided by a Patron or Contact or through an expensive subscription, gives the same benefits as a psychological profile Motives, p.
To compose a good set of augmented reality tags for yourself or someone else, use Propaganda. It has no effect on Influence rolls. VOICE TO VOICE Social interaction can take place through electronically transmitted two-way speech, either low-definition old-style analog telephones, low-bandwidth radio or high-definition channels good enough to carry music. Magical voice projection can have similar effects. Neither does Status conveyed by clothing or possessions.
Visible signs of Social Stigma also have no effect, but accented speech linked to a poorly regarded ethnic group, or uneducated speech, still cause reaction penalties. Voice gives full benefit over high-definition channels, and half benefit over low-definition; the penalties from Disturbing Voice are affected the same way. Diplomacy, Fast-Talk, and Savoir-Faire are fully effective over voice channels. Sex Appeal has similar limitations.
Static or distortion creates the same effects as Disturbing Voice p. B and negates the benefits of Voice; a cheap audio system may suffer from this all the time. TEXT Text communication ranges from handwritten notes to texting on a phone, or more futuristic options such as brain-controlled texting. Social Stigma Uneducated will come through in the language and organization of a message. The use of expensive text media such as high-quality stationery can provide bonuses see Styling, p.
Diplomacy, Politics, and Savoir-Faire are fully effective via text. Deception pp. In contrast to the use of complementary skills p. Systems for influencing groups of people.
Start rumors, influence the media, advertise, conduct psy ops, or get involved in politics! Insight into more forceful measures, including intimidation, inciting a riot, taunting, and how to start — or avoid — a fight. Are you looking to help our your heroes when they're in the field? Social interactions thrive in the tiniest towns, the mightiest metropolises, and everything in between.
Interpersonal prowess can be used to solve the most baffling whodunits. For a ready-to-use campaign of mages at a medieval university, visit Locations: Worminghall. Have fun with a futuristic group of students and adventure ideas they might have , thanks to Transhuman Space: Personnel Files 5 — School Days Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of our other game lines.
0コメント