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unbound:rules:affinity [2024/05/17 17:08] – created tailkinkerunbound:rules:affinity [2024/07/05 04:34] (current) – [Intimidation and Affinity] tailkinker
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 As a rule of thumb, a character should have to do quite a bit of work to improve a non-player character's permanent Affinity.  For a rules-based approach, consider the following suggestion:  The PC must, over the course of a week, score five successes on five separate days to improve the NPC's Affinity, without ever lowering his temporary Affinity. As a rule of thumb, a character should have to do quite a bit of work to improve a non-player character's permanent Affinity.  For a rules-based approach, consider the following suggestion:  The PC must, over the course of a week, score five successes on five separate days to improve the NPC's Affinity, without ever lowering his temporary Affinity.
  
-Third Party Affinity+==== Third Party Affinity ====
  
 You can attempt to adjust a character's Affinity towards a third party, such as convincing a guard that their boss is working against their interests.  This is more difficult;  you automatically suffer slight to the attempt.   You can attempt to adjust a character's Affinity towards a third party, such as convincing a guard that their boss is working against their interests.  This is more difficult;  you automatically suffer slight to the attempt.  
  
-Deception and Affinity+==== Deception and Affinity ====
  
 You can use Deception to try to influence a person's Affinity.  Typically, this is done if you are attempting to pass yourself off as someone you are not (such as a noble, a religious figure or the like), or if you misrepresent a situation (such as convincing a person that you just saved their life).  If your deception is ever revealed, the subject's //permanent// Affinity will be worsened one step. You can use Deception to try to influence a person's Affinity.  Typically, this is done if you are attempting to pass yourself off as someone you are not (such as a noble, a religious figure or the like), or if you misrepresent a situation (such as convincing a person that you just saved their life).  If your deception is ever revealed, the subject's //permanent// Affinity will be worsened one step.
  
-Diplomacy and Affinity+==== Diplomacy and Affinity ====
  
 This is the safest option;  it is nearly impossible to suffer loss of Affinity when attempting to be Diplomatic.  If you are //attempting// to reduce another's Affinity towards you, you actually suffer slight to the attempt if you choose to use Diplomacy to do so. This is the safest option;  it is nearly impossible to suffer loss of Affinity when attempting to be Diplomatic.  If you are //attempting// to reduce another's Affinity towards you, you actually suffer slight to the attempt if you choose to use Diplomacy to do so.
  
-Intimidation and Affinity+==== Intimidation and Affinity ====
  
-It can be quite easy to //scare// somebody into compliance.  However, if you do so, the moment that you are out of sight, the subject's //permanent// Affinity is reduced one step.+It can be quite easy to //scare// somebody into compliance.  However, if you do so, the moment that you are out of sight, the subject's //permanent// Affinity is reduced one step, to a minimum of Hostile.
  
-Performance and Affinity+==== Performance and Affinity ====
  
-Perhaps the most subtle of social Skills, Performance has the benefit of almost never causing loss of Affinity.  However, any attempt to use Performance to affect Affinity carries a slight chance of being misinterpreted.  If //either// die comes up showing a one, the attempt is a **Failure**, regardless of the total rolled.+Perhaps the most subtle of social Skills, Performance has the benefit of usually not causing loss of Affinity.  However, any attempt to use Performance to affect Affinity carries a slight chance of being misinterpreted.  If //either// die comes up showing a one, the attempt is a **Failure**, regardless of the total rolled.
unbound/rules/affinity.1715965703.txt.gz · Last modified: by tailkinker