SPACER

◀ Rulebooks

Ver. 1.3.1

Interaction

The Interaction game phase occurs whenever the party is speaking with one or more NPC's who aren't followers. During Interaction, there is no turn order, and all who are involved in the conversation can speak freely. Only Social actions can be performed during this phase. Whenever a player character makes a statement that the GM considers a Social action, the GM will freeze the conversation to ask that player to make a check. The conversation cannot continue until the result of the check is known and the GM resumes the conversation. Most social actions make use of the Charisma skill.

Roleplaying Up

A player may have their character tell an engaging story or a convincing lie, even if they can't come up with one on the spot. If you as a player aren't able to come up with something for your character to say in the moment, you can simply tell the GM that your character makes something up, in order to trigger the desired action. The GM may improvise a line for your character or simply call for a check. The GM may give bonuses to social checks for particularly creative speech, but the outcome of interaction should primarily be based on the character's ability (determined by checks) rather than the player's own ability to improvise speech. This allows players to effectively play a character who's more quick-witted than they are.


Social Actions


Coerce

You attempt to get a creature to do what you want by making a threat. After making an attempt to threaten, blackmail, or bully a creature in conversation, make an Intimidation skill check, adding your relationship to the target if it's negative. The target contests with a Determination save.

Regardless of whether you succeed, your relationship to the target decreases by 3.

Assistance: Helpers make a Coerce (Intimidation) check.

Success: The target agrees to do what you want as long as you keep your promise and don't harm them. This effect lasts for a number of hours equal to your margin of success, and no longer than 24 hours. After this effect expires, you must attempt this action again to get them to keep complying.
Critical Success: The creature agrees to do your bidding as on a regular success, but after the check expires, will be too scared to act against you for up to one week.
Failure: The target is not influenced by your threats, and may stand up to you or even attack you if your relationship is low enough.
Critical Failure: The target finds your threat laughable. You have disadvantage on future attempts to intimidate them for up to 1 week.

Impersonate

You attempt to pass yourself off as another person, using a disguise and altering your behavior and mannerisms, and perhaps your voice. You do not have to impersonate a real person; you can simply alter your appearance and assume a false name of your own choosing.

Creating a disguise is not part of this action. To create a disguise you might craft it, or steal items from the person you're impersonating. If you are impersonating a real person the target knows, you must have some form of disguise or you automatically fail.

When you start interaction while impersonating, make a single Impersonate (Performance) skill check. Each creature you're interacting with contests this with a Sense Motive (Insight) skill check.

Success: Creatures you succeed against believe that you are the person you're impersonating.
Failure: Creatures you fail against know that you aren't who you say you are.
Critical Failure: Creatures you critically fail against immediately know you're an impostor, and recognize you if they know you.

Lie

You attempt to fool someone by making a false claim. You make a single Deception skill check, and each person you're trying to fool makes an Insight check. You gain a bonus against each target equal to your relationship to them.

It's up to the player to decide how their character responds if they don't believe a lie. A character who sees through a lie may pretend to believe it in order to catch the liar off-guard later (potentially calling for a Deception check of their own.) A character who sees through a lie is more likely to be suspicious of that person later on, but it's ultimately up to the player to decide how their character reacts.

Assistance: Helpers make a Lie (Deception) check.

Success: Creatures you succeed against believe your lie.
Failure: Creatures you fail against don't believe your lie, and gain advantage on further Insight checks for the rest of the conversation. Their relationship with you may deteriorate as a result.

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.

Perform

You put on a theatrical performance of some sort for a group of viewers. Describe the performance you give, and make a Performance skill check adding the relevant specialty if you have one based on the type of performance. The GM determines the difficulty of impressing the crowd.

Assistance: Helpers make a Perform (Performance) check.

Success: The crowd is impressed and is likely to remember you and have a positive opinion of you. Your reputation with the audience improves by an amount determined by the GM. Some audience members may donate money or items if you ask.
Critical Success: You impress everyone a great deal. Your reputation improves greatly amongst the audience, who are likely to speak of you to their friends and possibly pay to see you perform later on.
Failure: The audience isn't too thrilled, and your reputation with them decreases slightly.
Critical Failure: Your performance is a flop, or downright offensive. Your reputation amongst the audience decreases by a significant amount. Some audience members may even become hostile.

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.

Seduce

You use your charm to attract someone to you and attempt to form a positive relationship with them. Choose a single target and make a Seduce (Charisma) check. You and the target must be sexually compatible, and you must not already have a relationship greater than +1 or less than -1. The target contests with a Sense Motive (Insight) check.

Success: Your relationship to the target increases by 2.
Critical Success: Your relationship to the target increases by 3.
Failure: The target is mildly offended at your advance, and your relationship decreases by 1.
Critical Failure: The target is repulsed by you and may feel threatened. Your relationship decreases by 4.

Sense Motive

You try to determine another creature's true intentions, including their alignment and whether they might be hiding something.

While interacting with a creature or non-player character, you may attempt this action to determine if that person is deceiving you. Creatures may also use the Sense Motive action to contest attempts at persuasion, intimidation, and poor trades.

Choose a single creature and make an Insight skill check. Unless already done as a reaction, the target creature contests your check with a Straight Face (Deception) skill check.

Success: You get a reasonably accurate guess of a creature's alignment. You know the target's behavior is normal or abnormal, and can tell they're being untruthful if they are.
Critical Success: You know immediately what the target's motives are, and can almost certainly tell their alignment.
Failure: You can't tell whether the creature is being deceptive. If they are, you believe what they want you to believe.

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.

Straight Face

You keep a straight face during social interaction, making it harder for others to sense your true intentions, alignment, or motives, or to catch you in a lie. This check contests other Interaction skill checks, most commonly Insight.

Success: The target believes what you want them to believe, and they are unsure of your alignment. NPCs may percieve you as true neutral for the time being.
Failure: The target can tell that you're hiding something, and has a reasonably accurate guess of your alignment..
Critical Failure: The target knows your true intentions and reads you easily.