This skill represents your ability to understand and interact with appropriate cultural sensitivity. This includes an understanding customs, philosophies, cultural trends, and diplomatic procedures. While everyone who grows up around other people has some skill with interaction, this skill represents training in how to win friends and influence people, including bargaining, interviewing, seduction and mockery.
You make a Bargain check when both you and your target are inclined to make a deal. Bargain helps determine who gets the better deal out of the interaction.
Critical Success The target agrees to your deal without qualifications.Success The target agrees to your deal,Failure The target agrees to your deal, but they demand added provisions or conditions that are less than idea.Critical Failure Not only does the target refuse the deal, but their attitude toward you decreases by one step due to the clumsy nature of the deal.You can make a request of a creature that’s friendly or helpful to you. You must couch the request in terms that the target would accept given their current attitude toward you. The GM sets the DC based on the difficulty of the request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them.
Critical Success The target agrees to your request without qualifications.Success The target agrees to your request, but they might demand added provisions or alterations to the request.Failure The target refuses the request, though they might propose an alternative that is less extreme.Critical Failure Not only does the target refuse the request, but their attitude toward you decreases by one step due to the temerity of the request.You canvass local restaurants, malls, and other places of power in an attempt to learn about a specific individual or topic. The GM determines the DC of the check and the amount of time it takes (typically 1 hour, but sometimes more), along with any benefit you might be able to gain by spending coin on bribes, drinks, or gifts.
Success You collect information about the individual or topic. The GM determines the specifics.Critical Failure You collect incorrect information about the individual or topic.With at least 1 minute of conversation, you can attempt to pry information from a target. This skill differs from an Interrogate Check in the amount of aggression applied, and the inclination of the interviewee. In general, an Interview Check provides information that the target is willing to share.
Interview cannot be used on Hostile or Combative targets.
Critical Success The target gives you the information you seek. The target leaves feeling like they got what they wanted out of the conversation, and has their attitude towards you increased by one step.Success As critical success, but the target's attitude is not changedFailure The target gives cagey or incomplete information, and are generally uninterested in providing you with any more information. They cannot be Interviewed by you again for at least 1 week.Critical Failure As Failure, but the target is offended, and their attitude towards you decreases by one step.With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable. At the end of the conversation, attempt a Diplomacy check against the Composure DC of one target, modified by any circumstances the GM sees fit. Good impressions (or bad impressions, on a critical failure) last for only the current social interaction unless the GM decides otherwise.
Critical Success The target’s attitude toward you improves by two steps.Success The target’s attitude toward you improves by one step.Critical Failure The target’s attitude toward you decreases by one step.With at least 1 minute of conversation, you attempt to entice or beguile another character through witty exchanges, playful conversation, or come-ons. To seduce another is to manipulate their emotions through careful exchanges. Seduction usually, but not always, involves sexual attraction. Seduce checks can only be made against characters of Friendly attitude or better.
Critical Success The target is thoroughly fascinated by you, and their attitude increases by two steps. The target remains attracted to you so long as you do nothing to change your relationship with themSuccess As critical success, but the target's attitude only increases by one step. These feelings towards you only last as long as you continue to feign interest and make a sucessful seduce check one per week.Failure The target gives cagey or incomplete information, and are generally uninterested in providing you with any more information. They cannot be Interviewed by you again for at least 1 week.Critical Failure As Failure, but the target is offended, and their attitude towards you decreases by one step.