Difference between revisions of "Communication"

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Your expertise with word play, diplomacy, and trading.  
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Check against communication to talk your way out situations. This isn't poetry, this is the meaner language of bargains, insults, and rumors. Merchants are held in low esteem in Shiyan, so this is not a glamorous skill, but the persuasive get things done.
*'''Appraise.''' You may discover the value of an item. You ask for this usage, and the referee rolls the check in secret. Whether you succeed or fail you gain the base currency value and properties of the item. If you succeed, you learn of any mods or flaws the item possesses.
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*'''Buy:''' To buy an item you check against your communication score. Success lets you purchase a reasonable item, a failure still gets you the item but you're [[strapped]]. An expensive item costs you a [[profit]] just to make the check, and a failure costs you another profit (or you're strapped if you have no profit to lose). Extravagant items cost a treasure just to check. Rare items have a penalty to the check, and risky items still cost you to check but you get nothing back on a failure.
*'''Buy.''' During the game, buying items requires a check against your [[negotiate]] skill score. A success allows you to purchase a reasonable item, plus inexpensive items equal to your success margin. On a failure you only gain one item, and it has a random [[flaw]]. If you attempt to by an expensive item you must become [[strapped]] or lose the [[prosperous]] state to make the attempt.
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*'''Monitor:''' Use a project and a successful check to learn rumors in populated regions. Dangerous opponents and local goals both usually show up as rumors.
*'''Convince.''' You attempt to change a target's opinion during a [[dispute]]. Your target must have either no sway or no grit. If you succeed the target switches to your intent and treats you as [[proven]] for the remainder of the dispute.
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*'''Persuade:''' You try to talk someone around to your point of view. This is a social attack and you roll your voice effects. Each opponent you knock out either agrees with you or gives up trying to resist your position. Persuasion can be gentle or taunting, but has the same effect either way. Unreasonable positions get penalties. See [[dispute]]s for more.
*'''Monitor.''' You may use a project and a successful check to learn rumors in an urban region.
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*'''Quip:''' You use a snap and get an extra retort.
*'''Quip.''' You gain a single additional [[retort]] [[defense]]. You have that defense available until you use it, or until your next [[prelude]].
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*'''Retort:''' You contest a [[social]] attack with your communication score. A retort requires a [[defense]] but cooperates with all other targets of the attack, and you don't have to be the original target.
*'''Retort.''' A special [[insight]] against [[social]] attacks. A retort requires a [[guard]] but cooperates with all other targets of the attack.
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*'''Sell:''' You may use a project to sell items as a complication. The target is 5 to eliminate strapped or earn a profit, and 50 to earn a treasure. Each check you lose 1 reasonable item, plus a number of items equal to your margin either way. An expensive item is sold with a single communication check. If it succeeds you gain 2 profit and if it fails you only gain 1. Extravagant items are sold the same but for treasure. Rare items gain a bonus to the check.
*'''Sell.''' You may sell items as a project. This is rolled as a Complication. The base target is 10, and you must have at least 10 Reasonable items to make the attempt. Each time you check, you lose items equal to your success margin or failure margin. If you reach the target, you either eliminate [[strapped]] or gain [[prosperous]]. The consequence for failing is losing items without gaining anything towards the target, essentially selling them without profit. If you run out of items the project ends. If you are selling an expensive item, you roll a single check and you eliminate Strapped or become Prosperous if you succeed. If you fail you do not sell the item and discover a new flaw in it.
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==Unlock Abilities==
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==Associated Abilities==
A high score in Negotiate is required for some abilities:
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{{Banter}}
*[[Banter]]
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{{Bargain}}
*[[Bargain]]
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{{Manipulate}}
*[[Calm]]
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{{Network}}
*[[Manipulate]]
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{{Preach}}
*[[Network]]
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*[[Scrape]]
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==See Also==
 
==See Also==
*[[Skill]]
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*[[Ability]]
*[[Command]]
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*[[Intensity]]
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*[[Perform]]
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==Skill Cost==
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==Ability Cost==
{{SkillCost}}
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{{AbilityCost}}
  
{{V250}}
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{{V252}}
  
[[Category:Skill]]
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[[Category:Alternate Ability]]

Latest revision as of 20:33, 28 January 2023

Check against communication to talk your way out situations. This isn't poetry, this is the meaner language of bargains, insults, and rumors. Merchants are held in low esteem in Shiyan, so this is not a glamorous skill, but the persuasive get things done.

  • Buy: To buy an item you check against your communication score. Success lets you purchase a reasonable item, a failure still gets you the item but you're strapped. An expensive item costs you a profit just to make the check, and a failure costs you another profit (or you're strapped if you have no profit to lose). Extravagant items cost a treasure just to check. Rare items have a penalty to the check, and risky items still cost you to check but you get nothing back on a failure.
  • Monitor: Use a project and a successful check to learn rumors in populated regions. Dangerous opponents and local goals both usually show up as rumors.
  • Persuade: You try to talk someone around to your point of view. This is a social attack and you roll your voice effects. Each opponent you knock out either agrees with you or gives up trying to resist your position. Persuasion can be gentle or taunting, but has the same effect either way. Unreasonable positions get penalties. See disputes for more.
  • Quip: You use a snap and get an extra retort.
  • Retort: You contest a social attack with your communication score. A retort requires a defense but cooperates with all other targets of the attack, and you don't have to be the original target.
  • Sell: You may use a project to sell items as a complication. The target is 5 to eliminate strapped or earn a profit, and 50 to earn a treasure. Each check you lose 1 reasonable item, plus a number of items equal to your margin either way. An expensive item is sold with a single communication check. If it succeeds you gain 2 profit and if it fails you only gain 1. Extravagant items are sold the same but for treasure. Rare items gain a bonus to the check.

Associated Abilities

  • Banter: Your voice gains +1dE and you gain a bonus on refuse checks.
  • Bargain: You spend a few days shopping around for Rare items or trying to get a good deal. Roll a Check, and if you succeed you can buy the item for one Cash Bill less. On a Bad roll you can’t find a deal and make no purchase at all. Rare items apply a –1 Penalty to the roll, and Scarce items are –2 to buy at all.
  • Manipulate: You gain a bonus on persuade checks. Pick a target and gain an extra bonus on all social checks against them. Once you choose a new target you have a penalty against the previous target.
  • Network: You gain a bonus on monitor checks to get rumors or gather information. You can spend a focus to create a friendly contact in a location who remains until killed or provoked.
  • Preach: You have the Ordained Clergy asset. You may use magic provided by your religion.

See Also

Ability Cost

Score Save Points Label Description
1 (1) 0 Amateur You dabble, or try to get by on luck.
2 (1) 1 Proficient You are trained and competent.
3 (2) 2 Expert You are talented or extensively trained.
4 (2) 3 Master You are an accomplished expert.
5 (3) 4 Genius You have a rare and extraordinary gift.
6 (3) 5 Paragon You are the greatest of all time.


Version 2.5.2
©2014 Frameworks Games

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