User Tools

Site Tools


ironbound:rules:activities:make_an_impression

Make an Impression

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.
ironbound/rules/activities/make_an_impression.txt ยท Last modified: by tailkinker