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Statecraft

Coerce
  • Attribute:  Influence
  • Type:  Attack
  • Time:  N/A
  • Description:  Characters with this skill are extremely convincing and can talk a target into doing their bidding. With a successful skill check, the target agrees to do or say something that is not directly harmful to themselves or their allies, per the attacker's instructions. The target is allowed a morale check at a -1 modifier per two skill points in Statecraft to resist the effect. If the skill check fails or the target makes a successful defend, the suggestion is ineffective.
  • Example of use:  Talk a guard into letting the character visit a prisoner, convince a VIP to let the character join a security detail, lure a fence into a trap with a tempting object, etc.
  • Specialization:  (Optional) Trader, Merchant, Politician, Diplomat, etc; selecting a specialization gives the target a -1 modifier per skill point in Statecraft to their morale check to resist the effect, within that arena.
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Confound
  • Attribute:  Influence
  • Type:  Attack
  • Time:  N/A
  • Description:  Those with this skill are able to talk in circles, leaving their target perplexed and unable to think clearly, setting them up to be manipulated. With a successful skill check, the target becomes flustered, briefly overcome with confusing or conflicting thoughts, etc, suffering a -1 modifier per skill point in Statecraft to any Willpower or Morale saves for a number of rounds equal to the number of skill points in Statecraft. The target is allowed a Willpower or related save to negate the effect. If the skill check fails or the target makes a successful defend, the modifiers are lost; it may not be used in conjunction with the Endear or Fast Talk skills..
  • Specialization:  (Optional) Trader, Merchant, Politician, Diplomat, etc; selecting a specialization gives the target a -1 modifier per two skill points in Statecraft to their Willpower save to negate the effect within that specialization arena.
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Endear
  • Attribute:  Influence
  • Type:  Attack
  • Time:  N/A
  • Description:  A character with this skill is able to use positive and colorful language to make themselves and/or their ideas seem more attractive to others. With a successful skill check, the NPC reaction to the character is increased by one level, i.e. hostile to unfriendly, neutral to friendly, etc, and gives them a -1 modifier per two skill ranks in Statecraft to any Willpower or Morale saves for a number of rounds equal to the number of skill points in Statecraft. The target is allowed a Willpower or related save to negate the effect. If the skill check fails or the target makes a successful defend, the modifiers are lost; it may not be used in conjunction with the Confound or Fast Talk skills.
  • Specialization:  (Optional) Trader, Merchant, Politician, Diplomat, etc; selecting a specialization gives the target a -1 modifier per skill point in Statecraft to their Willpower save to resist the effect, within that arena.
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Entice
  • Attribute:  Influence
  • Type:  Attack
  • Time:  N/A
  • Description:  This skill is used to manipulate a target, inducing them to perform an action that is not necessarily in their best interest. With a successful skill check, the target is overcome with the desire to commit a stated act, whether out of curiosity, fascination, or fear of loss. The target is allowed a morale check at a -1 modifier per two skill points in Statecraft to resist the effect. If the skill check fails or the target makes a successful defend, the enticement is ineffective.
  • Example of use:  Tempt a target into buying a rare war-camel, lure a bounty into a vehicle with a promise of a job, bribe an official, etc.
  • Specialization:  (Optional) Trader, Merchant, Politician, Diplomat, etc; selecting a specialization gives the target a -1 modifier per skill point in Statecraft to their morale check to resist the effect, within that arena.
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Fast Talk
  • Attribute:  Influence
  • Type:  Attack
  • Time:  N/A
  • Description:  Characters with this skill are able to convince targets of something using a sincere expression and an avalanche of words. With a successful skill check, the target is induced to agree with the character in regards to a specific topic, and will act in their support, suffering a -1 modifier per skill two points in Statecraft to further Willpower or Morale saves for a number of rounds equal to the skill rank. The target is allowed a Willpower or related save to negate the effect. If the skill check fails or the target makes a successful defend, the character is not convinced and the modifiers are lost; it may not be used in conjunction with the Confound or Endear skills.
  • Example of use:  Assure a target that there is minimal danger, prevail upon a guard to help in a fight between rivals, talk a neutral party into supporting a specific position, etc.
  • Specialization:  (Optional) Trader, Merchant, Politician, Diplomat, etc; selecting a specialization gives the target a -1 modifier per skill point in Statecraft to their Willpower save to resist the effect, within that arena.
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Goad
  • Attribute:  Influence
  • Type:  Attack
  • Time:  One free action
  • Description:  This skill is used to incite or provoke an NPC to act carelessly. Targets are allowed a Willpower or related defend skill to resist the attempt, with a -1 modifier per 2 skill points in Statecraft. The difficulty is based on the temperament of the target and the overall situation, and may be modified by roleplaying.
  • Example of use:  In roleplay situations, force a target to reveal information they are hiding, admit to something they have done, etc; in combat situations, cause the target to attack aggressively or recklessly to use up defend actions, draw a combatant away from another target, etc.
  • Specialization:  (Optional) Trader, Merchant, Politician, Diplomat, etc; selecting a specialization gives the target a -1 modifier per skill point in Statecraft to their Willpower save to resist the effect, within that arena.
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Interpreting
  • Attribute:  Perception
  • Type:  Utility
  • Time:  Free action
  • Description:  Those with this skill are proficient in the arts of non-verbal communication, reading and interpreting facial expressions, body language tone, and inflection to effectively determine intent, or deception. or effectively communicate with those who don't speak a common language. With a successful skill check, the character is able to negate any negative modifiers from an opponent's attempt to use the Bluff, Intimidate, Persuasion, Confound, Endear, or Fast Talk skills. In addition, it can be used to communicate intent, emotion, and general desires with those who don't speak a common language. If the skill check fails, the modifiers are applied normally to the appropriate saves; with communication additional attempts may be made at a progressive difficult (-4) modifier, but after three fails, additional attempts may not be made again with those people until the skill rank has increased.
  • Example of Use:  Convince a native to serve as a guide, determine the likelihood that a merchant is pushing a bad sale, determine if the fence is lying, etc.
  • Specialization:  None
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Oration
  • Attribute:  Influence
  • Type:  Attack
  • Time:  One free action
  • Description:  Characters with this skill are able to project their voice to speak in a manner that best relates to their audience. With a successful skill check, the character is able to deliver an inspirational speech to increase NPC reactions by one level, i.e. hostile to unfriendly, neutral to friendly, etc, stir up a gathering to encourage them into action, initiate a battle cry to invoke aggression, giving allies a +1 modifier per two skill points in Statecraft to the next round of combat actions, etc. When used to affect NPCs, they are allowed a morale save at a -1 modifier per two skill points in Statecraft to resist. If the skill check fails, additional attempts may be made at a progressive difficult (-4) modifier, but after three fails, additional attempts may not be made again during that encounter.
  • Example of use:  Encourage a group to march against a local politician who has done something wrong, sway the patrons of a bar to help with a task, help to turn the tide of a battle by shouting a vicious battle cry after a critical hit, etc.
  • Specialization:  (Optional) Trader, Merchant, Politician, Diplomat, etc; selecting a specialization gives NPCs a -1 modifier per skill point in Statecraft to their morale save to resist the effect, within that arena.
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(E) Blackmail
  • Attribute:  Influence
  • Type:  Attack
  • Time:  N/A
  • Description:  Characters with this skill are able to pressure targets to perform specific actions with threats of extortion or violence. With a successful skill check, the target is made to believe that the attacker will cause them imminent physical harm or has something to hold over them, leveraging them to follow attacker's instructions regardless of outside consequences. There is a difficult (-4) modifier to the skill check if the attacker is faking the threats. The target is allowed a morale check at a -1 modifier per skill point in Statecraft to resist the effect. If the skill check fails or the target makes a successful defend, the attempt is ineffective.
  • Example of use:  Threaten harm to a politicians family member if an ally is not freed, compel a fence to take the character to a specific buyer under the threat of violence, ransom stolen information to an official, etc.
  • Prerequisites:  The Coerce skill and four skill points in Statecraft
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(E) Captivate
  • Attribute:  Influence
  • Type:  Attack
  • Time:  N/A
  • Description:  A character with this skill is able to attract and hold the interest of a target, using this fascination to manipulate them into performing actions without regard for the consequences. With a successful skill check, any NPC that views the character as Neutral or better moves to Loyal, willingly following the characters instructions with a -1 modifier per skill rank in Statecraft to any further Willpower or Morale saves against the character, until they experience an act of betrayal. The target is allowed a Willpower or related save to negate the effect, at the same modifier as above. If the skill check fails or the target makes a successful defend, the target remains at their original stance; additional attempts may be made at a progressive difficult (-4) modifier, but after three fails, additional attempts may not be made again with that target until the skill rank has increased.
  • Example of use:  Convince an aide to join with the character and turn on their superior, win over a merchant with promises of affection to gain access to a warehouse, make a bystander believe the character is a VIP in need of their assistance, etc.
  • Prerequisites:  The Endear skill and four skill points in Statecraft
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(E) Inspire
  • Attribute:  Influence
  • Type:  Utility
  • Time:  One free action
  • Description:  This skill is used to imbue confidence in allies. With a successful skill check, an ally saving throw may be increased by one per skill point in Statecraft or an NPC morale check may be increased by one per skill point in Statecraft. The effect lasts a number of rounds equal to one per skill point in Statecraft. The inspiration can be vocal or based on an action; the difficulty is based on the situation and ability to perceive the character, and may be modified by roleplay ability.
  • Example of Use:  Provide a bonus modifier to help overcome a poison, break a mind control, etc;  strike down a powerful foe in a dramatic manner to rally NPCs in battle, etc.
  • Prerequisites:  The Oration skill and four skill points in Statecraft
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(E) Interrogate
  • Attribute:  Influence
  • Type:  Attack
  • Time:  N/A
  • Description:  This skill is used to force targets to reveal information that they consider personal or secret. With a successful skill check, the target is subjected to manipulative questioning that compels them to reveal information about some specific topic. The target is allowed a morale check at a -1 modifier per skill points in Statecraft to resist the effect. If the skill check fails or the target makes a successful defend, the questioning is ineffective; additional attempts may be made at a progressive difficult (-4) modifier, but after three fails, additional attempts may not be made again with that target until the skill rank has increased.
  • Example of use:  Trick a target to reveal information about a specific person, place, or thing; pressure a target to reveal a master plan; threaten a target with severe consequences to reveal specific details; etc.
  • Specialization:  The Entice skill and four skill points in Statecraft
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(E) Negotiate
  • Attribute:  Perception
  • Type:  Utility
  • Time:  N/A
  • Description:  Those with this skill are able to use a target's mannerisms, tone, and expression to better deal or bargain with them in order to bring about a mutually beneficial settlement of terms. With a successful skill check, the character is able to convince the target to willingly concede on certain aspects of a deal in order to finalize an agreement between two or more parties, regardless of the level of animosity. Target's are allowed a morale save to resist the effect at a -1 modifier per skill point in Statecraft. If the skill check fails, sides are unable to reach an agreement; additional attempts may be made at a progressive difficult (-4) modifier, but after three fails, additional attempts may not be made again with those terms until the skill rank has increased.
  • Example of Use:  Mediate a cessation of hostilities between two sides, arrange for an official to gain a positive position in return for releasing prisoners, convince a merchant to accept a trade rather than money, etc.
  • Prerequisites:  The Interpreting skill and four skill points in Statecraft
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(E) Propaganda
  • Attribute:  Influence
  • Type:  Attack
  • Time:  N/A
  • Description:  Those with this skill are able to use fake news, rumors, and skewed facts to help or harm a person, group, movement, institution, etc. With a successful skill check, the character is able to disseminate believable information on a particular subject that will create a bias in an individual or group, allowing them to be manipulated into taking specific action. The target individual or group is allowed a morale check to recognize the deception at a -1 modifier per two skill points in Statecraft. If the skill check fails, the information disseminated was not believable.
  • Example of use:  Triggering a riot with a faked story of injustice, harming an official's reputation with false evidence of corruption, pushing a one group to act against another with a claim of religious desecration, etc.
  • Prerequisites:  The Confound skill and four skill points in Statecraft
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(E) Swindle
  • Attribute:  Influence
  • Type:  Attack
  • Time:  N/A
  • Description:  Characters with this skill are able to put forth a plausible scheme or use trickery to cheat the target out of some asset, object, or service. With a successful skill check, the target is convinced to give up something of value to the attacker with the expectation that some type of compensation will be forthcoming. The target is allowed a Willpower or related save to negate the effect at a -1 modifier per skill point in Statecraft. If the skill check fails or the target makes a successful defend, they are unwilling to accept the deal; additional attempts may be made at a progressive difficult (-4) modifier, but after three fails, additional attempts may not be made again with that target until the skill rank has increased.
  • Example of use:  A promise of payment later for access to goods immediately, convincing the target to pay for goods scheduled for later delivery, assure the target that their support will be awarded with a promotion or other such compensation, etc.
  • Prerequisites:  The fast Talk skill and four skill points in Statecraft
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(M) Leadership
  • Attribute:  Influence
  • Type:  Utility
  • Time:  One action
  • Description:  This skill is used to coordinate an attack or tactics in combat, instill confidence, and raise morale. When a character with this skill is leading, those around him get an additional action in the round to attack, defend, or move, but it lasts only while the character with the skill is present, in control, and can be heard. While it's not necessary to make a new skill check each round, one action must be spent per round to shout out instructions for the duration of the encounter. Additionally, it can be used to counter a failed player character fear save or an NPC morale check, as well as to take command of NPC groups. The difficulty is based on the situation and how well the character can be perceived.
  • Prerequisites:  The (E) Inspire skill and eight skill points in Statecraft.
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(M) Heroic Presence
  • Attribute:  Influence
  • Type:  Utility
  • Time:  N/A
  • Description:  A character with this skill has an aura of strength and authority that draws the attention of everyone in the area, filling allies with hope and enemies with despair. With a successful skill check, allies gain a +1 modifier to all actions per two skill points in Statecraft, and enemies suffer a -1 modifier to all actions per two skill points in Statecraft, so long as the character shows no sign of weakness. These modifiers may be reversed if the character is forced to cower or flee. In addition, the maintenance requirement for the Leadership skill is waived (assuming they have the skill), allowing them their full actions in the round, while offering the skill bonuses. If the skill check fails, the bonus modifiers are not applied; additional attempts may be made at a progressive difficult (-4) modifier, but after three fails, additional attempts may not be made again during that encounter.
  • Prerequisites:  The (E) Captivate skill and eight skill points in Statecraft.
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(M) Frightful Presence
  • Attribute:  Influence
  • Type:  Attack
  • Time:  One action
  • Description:  Those with this skill are instantly recognized as being very dangerous and carry an aura of menace that they can use to scare opponents. When a character with this skill is actively taking an ominous or sinister posture, those in the area are unnerved by his presence, losing an action each round so long as the character is present and in control. Target's are allowed a Willpower save with a -1 modifier per two skill points in Statecraft to resist the effect. While it's not necessary to make a new skill check each round, one action must be spent per round to maintain the posture for the duration of the encounter. Additionally, it can be used to force an opponent to flee or become more compliant, or to take command of a situation with the same save modifiers. If the skill check fails or the target makes a successful defend, the attack is ineffective.
  • Prerequisites:  The (E) Interrogate skill and eight skill points in Statecraft
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