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unbound:actions:calm_a_foe

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Calm a Foe

Time Required: Complex Action
Skill: Varies

You can use Deception, Diplomacy, Intimidation or Performance to calm an angry foe. If the foe is an animal, you can use Nature in place of these. This can only be done if the subject is Hostile or Enraged. Roll your chosen Skill against the subject's Charisma defence, with slight if the subject is Enraged.

  • Success: The foe ceases their attack.
  • Failure: The foe is still trying to kill you.

So long as none of the character's allies attempt to attack, and the foe's allies do not press them to resume the combat, the foe will remain calm for up to one minute. Their level of Attitude towards you does not change, but you can use the time gained to attempt to Make an Impression.

If any allies attack or the foe's allies successfully pressure them to resume fighting, the foe will immediately become hostile again.

Aurelia approaches the leader of the Goblin raiding party, intent on using Diplomacy to try to stop them from fighting. The Goblin has a Charisma defence of 11, and Aurelia rolls a 13. The Goblin leader pauses in his attack, and is willing to hear Aurelia out.

unbound/actions/calm_a_foe.1715802483.txt.gz ยท Last modified: by tailkinker