Interaction

Attribute PER
Category Social
Untrained Yes

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

Attribute PER
Cost 3
Untrained Yes

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

Attribute PER
Cost 3
Untrained Yes

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

Attribute PER
Cost 3
Untrained Yes

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

Attribute PER
Cost 3
Untrained Yes

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

Attribute PER
Cost 3
Untrained Yes

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

Attribute PER
Cost 3
Untrained Yes

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.