ironbound:rules:activities:make_an_impression
Table of Contents
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
