====== Make an Impression ====== {{tag>activity exploration social}} You attempt to improve your standing with a non-player character through charm, shared interests, a display of competence, or by adopting a persona they find appealing. **Roll+CHA** to navigate the interaction. You gain favour if you have done a favour for the target or possess a high reputation. You suffer slight if you have previously offended them or are of a rival faction. * **Complete Success**: You leave an unforgettable impression. You gain one temporary level of Affinity with the target. In addition, choose one Good Thing from the list below. * **Success**: The interaction goes well. You gain one temporary level of Affinity with the target. * **Partial Success**: You win them over, but it feels transactional or forced. You gain one temporary level of Affinity, but you must choose one Bad Thing from the list below. * **Failure**: The conversation is polite but unremarkable. Your Affinity remains unchanged. * **Complete Failure**: You have made a fool of yourself or genuinely offended the target. You lose one level of Affinity with them. ---- ==== Good Things ==== * The target introduces you to another NPC, granting you favour on your first Roll with them. * The target shares a valuable piece of gossip or a secret lead. * The Affinity gained becomes permanent rather than temporary. ==== Bad Things ==== * The target expects a social commitment (a dinner, a meeting) that may interfere with your plans. * You accidentally alienated someone else nearby while focusing on the target. * The target develops an obsessive interest in you that might become inconvenient. * If you lost Affinity, that Affinity loss is permanent rather than temporary.