Diplomacy

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You can use this skill to persuade others to agree with your arguments, to resolve differences, or to gather valuable information like rumors or local events from people. This skill is also used to negotiate conflicts by using the proper etiquette and manners suitable to the problem.

Check

Table: Influence Attitude
Starting Attitude Diplomacy DC
Hostile 25 + NPC's Cha Modifier
Unfriendly 20 + NPC's Cha Modifier
Indifferent 15 + NPC's Cha Modifier
Friendly 10 + NPC's Cha Modifier
Helpful 0 + NPC's Cha Modifier

You cannot use Diplomacy against a NPC that does not understand you or has an Intelligence of 6 or less. Diplomacy is generally ineffective in combat and against NPCs that intend to harm you or your allies in the immediate future.

You cannot use Diplomacy on an Animal/Monster. It requires special skills like 'Handle Animal' in order to change the attitude of an animal.

Action

  • Influence Attitude: Using Diplomacy to influence a creature’s attitude takes 30 seconds of continuous interaction or while in combat for a higher DC one Full Round action. You can change the initial attitudes of Non Player Characters (NPCs) with a successful check. The DC of this check depends on the NPC starting attitude toward you, adjusted by its Charisma modifier.
Succeed - If you succeed, the NPC's attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the character’s attitude toward you increases by one additional step. A creature’s attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations.
Table: Make Request
Request Diplomacy Modifier
Give simple advice or directions –5
Give detailed advice +0
Give simple aid +0
Reveal an unimportant secret +5
Give lengthy or complicated aid +5
Give dangerous aid +10
Reveal secret knowledge +10 or more
Give aid that could result in punishment +15 or more
Additional requests +5 per request
Fail - If you fail the check by 4 or less, the character’s attitude toward you is unchanged. If you fail by 5 or more, the character’s attitude toward you is decreased by one step.
  • Make Request: If a NPC's attitude toward you is at least indifferent, you can make requests of the NPC. This is an additional Diplomacy check, using the NPC's current attitude to determine the base DC. Making a request of a creature takes 1 or more rounds (3 seconds per round) of interaction, depending upon the complexity of the request. Once a NPC's attitude has shifted to helpful, the NPC gives in to most requests without a check, unless the request is against its nature or puts it in serious peril. Some requests automatically fail if the request goes against the NPC's values or its nature, subject to GM discretion.
  • Gather Information: This skill can be used to get information from an unwilling character without using violence.
  • Bargaining: To simplify bargaining most items are not up for bargain. People of this galaxy are use to computers and market analysts predetermining the value someone should have to pay. However in some nitch places the age old tradition of bargaining still exists. The GM can deiced where bargaining is available and where it is not. You can use Diplomacy checks to help negotiate the price. If the Player wants his character to lie about the object to help lower its value that is not a Diplomacy check but a Bluff check. The lower the price the higher the DC for the check. The GM can also have the seller use "Sense Motive" against the Player Character.

Try Again

You cannot use Diplomacy to influence a given NPC's attitude more than once in a 24 hour period. You will have to relay on other teammates to help. If a request is refused, the result does not change with additional checks, although other requests might be made.

You can retry Diplomacy checks made to Gather Information.

Special

Feats:

  1. If you have the Persuasive Feat you gain a Misc +1 to both Diplomacy and Intimidate skills.
  2. If you have the Trustworthy Feat you gain a Misc +2 to the Diplomacy skill.