Interaction
Interaction skills are used by characters to directly influence
others. These include bargaining, charming, interviewing,
intimidating, seducing, and taunting.
Interaction\
\ Situation Modifiers
| Relation / Condition | Modifier |
| :— | :— |
| Target is different species | +2 steps |
| Target is different culture | +2 steps |
| Strangers | +1 step |
|\
\ Known to each other | 0 |
| Acquainted | -1 step |
Interaction includes specific areas such as making bargains, knowing
how to question, charm, seduce, or intimidate another character, and\
\ being able to taunt and trade insults with the best of them. An
encounter skill check takes into account the target’’s starting
attitude. Combative or Fanatic characters cannot be influenced\
\ by Interaction. The target’’s Will resistance modifier also
applies.
In general, changes in attitude brought about through Interaction are
longer-lasting than changes from Deception or\
\ Entertainment. Once attitude shifts, it remains until the character
does something to alter it.
| Results | Description |
| :— | :— |
| Ordinary | Success indicates that the character\
\ produced a quality interaction. |
| Good | Success indicates that the character produced a very quality interaction. |
| Amazing | Success indicates that the character produced a masterpiece\
\ interaction. |
Bargain
Bargain represents a character’’s ability to negotiate a cheaper
price for an object he wants to buy or a better price for one he’’s
selling. It also covers more formal business negotiations. A
successful check improves the character’’s position at the
bargaining table. The degree of success determines who gets the
better outcome.
Bargain Situation Modifiers
| Condition | Modifier |
| :— | :— |
| Opponent has no ranks in bargain | -2 steps |
| Opponent has ranks in bargain | 0 |
| Supply is low | +2 steps |
| Supply is moderate | 0 |
| Supply is high | -1 step |
| Demand is low | -2 steps |
| Demand is moderate | 0 |
| Demand is high | +2 steps |
Charm
This specialty skill represents a character’’s ability to change
the attitudes of those he interacts with by presenting himself in
a likable, friendly manner. A character with this skill seeks to
charm others into giving up something with kind words, a winning
smile, and a personable attitude—whether it’’s material goods or
simply a change of attitude.
Note: Charm can only be used on targets whose attitude is
Neutral or Friendly. A character cannot charm a Hostile or
Combative target.
Interview
The interview skill represents a character’’s ability to get
information from another character in a non-aggressive way.
Interviews are often used by reporters, investigators, and
officials conducting standard administrative procedures.
It differs from Investigate—interrogate (a Will-based skill)
in the amount of aggressiveness and fear applied by the
questioner.
Intimidate
This specialty represents a character’’s ability to threaten
another, either by physical presence or weight of authority.
Intimidate enables a character to force an opponent to back down,
reveal information, or cooperate in some other way due to fear.
The target’’s Will resistance modifier applies to the skill
check, along with other Interaction modifiers. It is not possible
to intimidate a Fanatic or Combative character. The greater the
degree of success, the more cooperation the character can elicit.
Seduce
Seduce represents the ability to entice or beguile another
character through opening lines, witty exchanges, playful
conversation, and intimate behavior. The goal is to gain the
seduced character’s trust through romantic overtures.
Note: Seduce can only be used on targets whose attitude is
Neutral, Friendly, or better. A character cannot seduce a
Hostile or Combative target.
A seduced character doesn’’t stay that way forever. How long the
character remains seduced depends on the result of the check. If
the target becomes Charmed, the seduction works well enough to
lead to serious feelings. If the target becomes Fanatic, they
become obsessed with the seducer. Whenever the seducer asks for a
favor, the target makes a Will feat check (with modifiers
based on attitude: Charmed +1, Fanatic +2). Once the seduced
character’s attitude shifts to Friendly, they are no longer
seduced.
Taunt
Taunt represents a character’’s ability to trade insults in order
to rattle or enrage an opponent. A character who taunts his
opponent tries to force him into making an error in judgment.
Taunt Situation Modifiers
| Target Attitude | Modifier |
| :— | :— |
| Combative | -2 steps |
| Hostile | -1 step |
| Neutral | 0 |
| Friendly | +1 step |
On an Ordinary success, the taunt is effective, providing a
+1 penalty to the target’’s next action. On a Good success,
the penalty is +2; on an Amazing success, the penalty is
+3. Success also enrages the target and shifts their attitude
toward Combative (Neutral to Hostile, for example).
After a Critical Failure or a Failure result, a character can make
another attempt to taunt someone else. However, only one
successful taunt can be directed at a target in a scene.