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 and seduction.
You make a Bargain check when both you and your target are inclined to make a deal, determining who gets the better end of the interaction. Spend 1 Minute Bargaining with your target and make a Diplomacy check against their Composure Defence. The GM sets the DC based on what's being bargained over, and how inclined your target is to help you.
Critical Success: The target agrees to your deal without qualifications.Success: The target agrees to your deal.Failure: The target agrees to the deal, but they demand added provisions or conditions that are less than ideal for you.Critical Failure: The target refuses the deal entirely, and their attitude toward you decreases by one step due to the clumsy negotiation.You make a request of an NPC that’s Friendly or Helpful to you. Spend 1 Minute and make a Diplomacy check to make the request. The GM sets the DC based on the difficulty of the request. Some requests are 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 additional provisions or alterations to it.Failure: The target refuses the request, though they might propose an alternative that meets their own objectives.Critical Failure: The target refuses the request, and their attitude toward you decreases by one step due to your temerity.You canvass high-society locations, such as upscale bars, corporate meet-ups, and political galas, to learn about a specific individual or topic. The GM determines the DC and exact time required, and may grant circumstance bonuses for spending Wealth on bribes, drinks, or gifts.
Success: You collect useful information about the individual or topic. The GM determines the specific information you collect.Critical Failure: You collect incorrect, misleading informationWith at least 1 minute of conversation, you can attempt to pry information from a target. This skill differs from an Interrogate action as it relies on charm and a willing participant. In general, an Interview action provides information that the target is willing to share. Spend 1 Minute asking questions of a target, and then make a Diplomacy check against their Composure Defence. This check automatically fails against Hostile targets.
Critical Success: The target gives you the information. They leave feeling great about the exchange, and their attitude toward you improves by one step.Success: The target gives you the information, but their attitude does not change.Failure: The target gives cagey or incomplete information. They cannot be Interviewed by you again for at least 1 week.Critical Failure: The target is offended by your prying. Their attitude toward 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, make a Diplomacy check against the target's Composure DC, modified by any circumstances the GM sees fit. Good impressions (or bad impressions, on a critical failure) last for only the current scene 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 Hour of conversation, you attempt to entice or beguile another character through witty exchanges, playful conversation, or come-ons. Seduction usually (but not always) involves romantic or sexual attraction. You can only attempt to Seduce characters who have a Friendly or better attitude toward you. Make a Diplomacy check against their Composure Defense.
Critical Success: The target is thoroughly fascinated by you; their attitude improves by two steps. They remain infatuated as long as you do nothing to change the relationship.Success: The target's attitude improves by one step. This lasts only as long as you continue to feign interest and succeed at a Seduce check once per week.Failure: The target is put off by your advances. Their attitude does not change, but the interaction becomes awkward.Critical Failure: The target is actively offended or repulsed. Their attitude toward you decreases by one step.