unbound:rules:affinity
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| unbound:rules:affinity [2024/07/05 04:34] – [Intimidation and Affinity] tailkinker | unbound:rules:affinity [Unknown date] (current) – removed - external edit (Unknown date) 127.0.0.1 | ||
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| - | ====== Affinity ====== | ||
| - | Affinity is a measure of how a non-player character reacts towards a character. | ||
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| - | ^ 3d6 ^ Affinity | ||
| - | | - | Enraged | ||
| - | | 3 | Hostile | ||
| - | | 4-5 | Dislike | ||
| - | | 6-8 | Negative | ||
| - | | 9-12 | Neutral | ||
| - | | 13-15 | Positive | ||
| - | | 13-15 | Friendly | ||
| - | | 16-18 | Helpful | ||
| - | | - | Devoted | ||
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| - | ===== Degrees of Affinity ===== | ||
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| - | The degrees of Affinity are listed below, from worst to best. For purposes of these rules, the social skills are [[unbound: | ||
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| - | ==== Enraged ==== | ||
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| - | The NPC's hatred of the PC is so severe that they feel the need to physically attack them. If the NPC is sufficiently intelligent, | ||
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| - | ==== Hostile ==== | ||
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| - | The NPC wants to do nothing to assist the PC, and will, if they feel they can get away with it, hinder the PC in any way they can. Social skill checks made for any purpose other than to improve the NPC's Affinity will suffer slight, and in many cases will fail outright---requests for aid or information will fall on deaf ears, and the NPC is unlikely to even maintain basic civility. | ||
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| - | ==== Dislike ==== | ||
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| - | The NPC has an active dislike for the PC. They will not actively hinder the PC, unless they have a really good opportunity, | ||
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| - | ==== Negative ==== | ||
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| - | The NPC doesn' | ||
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| - | ==== Neutral ==== | ||
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| - | The NPC's opinion of the PC is insufficient to impact their dealings with the PC. | ||
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| - | ==== Positive ==== | ||
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| - | The NPC thinks well of the PC, and while they are unlikely to aid the PC without compensation, | ||
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| - | ==== Friendly ==== | ||
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| - | The NPC thinks quite well of the PC. They will volunteer information and any aid that costs them nothing, and can be convinced to help in substantial ways for small compensation. | ||
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| - | ==== Helpful ==== | ||
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| - | The NPC thinks very highly of the PC. They will volunteer aid or information even at moderate cost to themselves, though they cannot be convinced even to put their life on the line for the PC. Social skill checks made for any purpose other than to improve the NPC's Affinity will have favour. | ||
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| - | ==== Devoted ==== | ||
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| - | The NPC is convinced that the PC can walk on water, or swim on land. This might be the blind worship of a religious fanatic, or the obsession of a creepy stalker. | ||
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| - | ===== Temporary Affinity ===== | ||
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| - | It is typically very difficult to affect a non-player character' | ||
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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' | ||
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| - | ==== Third Party Affinity ==== | ||
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| - | You can attempt to adjust a character' | ||
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| - | ==== Deception and Affinity ==== | ||
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| - | You can use Deception to try to influence a person' | ||
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| - | ==== Diplomacy and Affinity ==== | ||
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| - | This is the safest option; | ||
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| - | ==== Intimidation and Affinity ==== | ||
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| - | It can be quite easy to //scare// somebody into compliance. | ||
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| - | ==== Performance and Affinity ==== | ||
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| - | Perhaps the most subtle of social Skills, Performance has the benefit of usually not causing loss of Affinity. | ||
unbound/rules/affinity.1720154069.txt.gz · Last modified: by tailkinker
