SPACER

◀ Rulebooks

Ver. 1.3.1

Diplomacy

The Diplomacy (Charisma) skill measures your ability to reach agreements with others, and to influence and change their attitudes towards you and your peers. Those with high Diplomacy skill can make better first impressions and are more likely to get others to help them.


Diplomacy Feats

View As: Collage Table

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Items with multiple tiers must be purchased in order (starting with tier 1.)

Split the Difference

✪30

Prerequisite: 3 Diplomacy

During trading, you may respond to a counter offer by offering to split the difference (offer the average of your offer and the counter.) If you do, you gain a +4 circumstantial bonus to this check.

Respect for Authority

✪45

Prerequisite: 3 Diplomacy, 12 Charisma

You gain a +2 circumstantial bonus to Socialize and Persuade checks targeting someone in a position of power, such as a government official or owner of an organization. The GM decides when this feat applies.

Group Socialization

: ✪60

Prerequisite: 5 Diplomacy

Your Socialize (Diplomacy) checks may target two people at once.

The GM uses the average of each target's Determination save to determine the effect on your relationship to the targets.


: ✪60

Prerequisite: 7 Diplomacy

Your Socialization can target up to four people at once.


: ✪120

Prerequisite: 9 Diplomacy

Your Socialization checks can target up to fifteen people at once.

Calming

✪90

Prerequisite: 5 Diplomacy

You may use Persuasion to calm a person's fear of a chosen entity.

On a successful check, the target loses the Frightened condition and is immune to being Frightened of that specific person or situation for one hour.

Agreeable

✪100

Prerequisite: 7 Diplomacy

Whenever you meet someone for the first time, if their relationship to you would begin at zero, it begins at +2 instead.

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Tiered Name Cost Requirements Details
  Split the Difference ✪30 3 Diplomacy Details ▶
  Respect for Authority ✪45 3 Diplomacy, 12 Charisma Details ▶
Group Socialization ✪60 5 Diplomacy Details ▶
  Calming ✪90 5 Diplomacy Details ▶
  Agreeable ✪100 7 Diplomacy Details ▶

Diplomacy Actions


Socialize

With a few choice words or a flattering compliment, you attempt to gain the favor of a character that doesn't know you well.

Choose a single target that isn't already a Friend or Companion and make a Socialize (Diplomacy) check. The target contests with a Determination save. You can attempt this check on a given target no more than once per day.

Success: Your relationship to the target increases by 1.
Critical Success: Your relationship to the target increases by 2.
Failure: Your words have no effect.
Critical Failure: The target sees you as manipulative and your relationship decreases by 1.

Persuade

You make a request of an NPC to help you, give you information, or otherwise do what you want. Make a Persuade (Diplomacy) check and add your relationship to the target as a modifier.

The target contests with a Common Sense (Wisdom) check if their relationship to you is positive, or a Sense Motive (Insight) check if it's zero or negative.

Assistance: Helpers make a Persuade (Diplomacy) check.

Success: The target agrees to your request, with some condition(s) of their own.
Critical Success: The target agrees to your request unconditionally.
Failure: The target refuses your request, but might suggest an alternative that they would be willing to do.
Critical Failure: The target is shocked and/or offended at your request and their relationship to you decreases by 1.

Make Offer

You haggle with another character to buy or sell an item at a negotiable price. Make a Trade (Diplomacy) check when you offer a price. Add your relationship to the target, as well as any knowledges relevant to the item being traded.

The target contests with a Common Sense (Wisdom) check if their relationship to you is positive, or a Sense Motive (Insight) check if it's zero or negative. They add any relevant knowledges to these checks as well.

If you use another strategy to convince the target, such as a lie or threat, the GM may ask you to add additional skill modifiers to the check.

Success: The target accepts your offer, and your relationship with them may increase if the GM sees fit.
Failure: The target rejects your offer, but you may continue negotiating. The target may make a counter-offer.
Critical Failure: The target rejects your offer, remains firm on their price, and you automatically fail any future Barter checks for the current item. Your relationship with them may decrease if the GM sees fit.