The below is an optional ruleset for running Social Encounters in a more structured way.
Please check with your GM if they plan on using the below rules.
Characters can be persuaded to follow any course of action (though the more ridiculous the request, the more difficult the Skill Checks!). This could be convincing them to fight alongside you for a battle, allow themselves to be captured or recruited (in the case of Pokémon), hand over an item, flee, stand aside, stop fighting, or much more. These outcomes can be achieved through any skill that could reasonably convince the target of your goal, and the relevant skills can change throughout the negotiation if the method or situation calls for it.
Rapport indicates how difficult it is to build rapport, and convince the target to fulfill a request or follow a course of action. The higher the number, the harder it is to cause this outcome.
Tension indicates how difficult it is to develop tension, and cause the target to react poorly to your attempts at persuasion. The higher the number, the harder it is to cause this outcome.
Both values are initially set based on the Nature of the target creature (outlined in the Natural Rapport and Tension Table further below). If this individual has had their Rapport or Tension clock permanently adjusted before, instead use those new values.
When convincing more than one individual, instead consult the Crowd Table further below. Individuals in the crowd are not considered, nor are any permanent clock adjustments the individuals may have had. If this exact crowd has had their Rapport or Tension clock permanently adjusted before, though, instead use those new values. If even a single member is different, though, instead use the base values from the Crowd Table.
Clarify what it is you want the target to do. Depending on how reasonable or absurd the action is, and how much it conflicts with the target’s personal goals, the Challenge Rating, Rapport, and Tension are all modified according to the Goal Table further below. If the goal is not within the table, the GM may use the closest approximate goal or come up with their own values to use. Clocks may not be lowered below 1.
Goals may shift during persuasion without resetting the Rapport and Tension clocks. Some reasonable adjustments might be:
However, if the goal shifts too dramatically, the Rapport clock resets to its initial value. Note that this does not reset the Tension clock.
Some dramatic adjustments might be:
The GM has the final say on what adjustments are considered "reasonable" vs "dramatic."
As with other clocks, a Skill Check must be performed as a Complex Action to fill them. This Skill Check can be any relevant skill that the GM deems could reasonably move the target to act in the manner you wish. If the GM determines the chosen Skill and/or persuading mechanism is particularly appropriate (or inappropriate) given the situation, the Challenge Rating of the Skill Check may be modified too. Additionally, if a favor or gift is offered in exchange for the request the GM may choose to lower the Challenge Rating or even completely fill an additional Span if the gesture is meaningful enough. Conversely, taking actions the target would find unpleasant can have the opposite effect, increasing the Challenge Rating or filling a span of the Tension clock.
Each successful Skill Check fills the Rapport clock by 1 Span, 2 if it is passed with 3+ DoS, and 3 if it is passed with 6+ DoS. The opportunity provided by a critical success may be used to fill 2 additional Spans.
Conversely, each failed Skill Check fills the Tension clock by 1 Span, 2 Spans if it fails with 3+ DoF, and 3 Spans if it fails with 6+ DoF. The opportunity provided by a critical failure may be used to fill 2 additional Spans.
Once a clock fills completely, the target acts accordingly:
GM Note: In general, a target whose Tension clock was met should react in a narratively interesting way that does not align with the persuading character’s goals. A target being asked to instigate a fight with a third party may instead turn their ire on the persuading character. Inversely, a foe being talked down from a fight may comply, but then commit to a new action that antagonizes the persuading character further than battle itself, such as endangering a defenseless ally.
It’s also reasonable for the target to simply become bored and wander off, or even become frightened and flee if they were being spoken to roughly during an attempt to befriend them. Any outcome is valid, so long as it does not satisfy the persuading character’s wishes and simultaneously moves the story forward.
These are some examples of how Skill might be used in Social Encounters. This is not an exhaustive list, nor an exclusive one. We encourage GMs and players to find creative applications of skills as their scenarios demand.
Conversation - Used in general social interaction with an eye to using positive approaches to get what you want, such as persuading someone.
Intimidate - Used in negative social interactions to bully someone into giving you what you want.
Negotiation - Used to cut a deal with someone who is not interested in being persuaded, but can potentially be bought out. Used both 'offensively' and 'defensively'.
Psychology - Used to defend yourself from manipulation by others, through recognising behaviours. Opposes Conversation and Intimidate.
At GM discretion, player characters may be persuaded just like any other character. This should be approached very carefully - robbing players of agency is a dangerous way to play, and can easily lead to resentment. If this is done, it should be heavily supported by the story, and not force a player to act in a way they detest. The targeted player may make a relevant Skill Check to lower their own Rapport clock or raise their own Tension clock. Each success lowers the Rapport clock by 1 Span, 2 for 3+ DoS, and 3 for 6+ DoS. Each failure lowers the Tension clock by 1 Span, 2 for 3+ DoF, and 3 for 6+ DoF. If the Rapport clock fills, the course of action must be followed to the spirit of the request, though the player’s clocks do not permanently adjust. If the Tension clock fills, the character may react however they like, and can not be persuaded again by the instigating character until after the next interlude.
A creature's Natural Rapport and Tension are based on their Nature, and inform the baseline for each Social Stat's starting Social Clocks.
NATURE | Rapport | Tension | NATURE | Rapport | Tension |
---|---|---|---|---|---|
Cuddly | 3 | 6 | Distracted | 6 | 6 |
Proud | 7 | 5 | Decisive | 3 | 3 |
Patient | 6 | 9 | Desperate | 3 | 6 |
Lonely | 5 | 6 | Adamant | 6 | 4 |
Naughty | 7 | 3 | Brave | 6 | 6 |
Stark | 6 | 4 | Bold | 4 | 4 |
Impish | 6 | 3 | Lax | 5 | 7 |
Relaxed | 4 | 7 | Curious | 5 | 8 |
Modest | 8 | 5 | Mild | 6 | 6 |
Rash | 5 | 3 | Quiet | 8 | 8 |
Dreamy | 7 | 8 | Calm | 4 | 7 |
Gentle | 3 | 6 | Careful | 8 | 6 |
Sassy | 8 | 5 | Skittish | 7 | 4 |
Timid | 7 | 6 | Hasty | 4 | 4 |
Jolly | 3 | 7 | Naive | 3 | 8 |
Composed | 6 | 6 | Hardy | 6 | 6 |
Docile | 3 | 9 | Bashful | 5 | 7 |
Quirky | 7 | 7 | Serious | 9 | 3 |
These are the starting Social Clocks for influencing groups, as broken down by Crowd Size.
Crowd Size | Rapport | Tension |
---|---|---|
Small (2-10 individuals) | 6 | 6 |
Medium (11-25 individuals) | 8 | 8 |
Large (26-50 individuals) | 10 | 10 |
Impressive (51-100 individuals) | 12 | 12 |
Massive (101-300 individuals) | 15 | 15 |
Staggering (301-999 individuals) | 25 | 25 |
Monumental (1000+ individuals) | 40 | 40 |
These detail the CR and Social Clock modifiers for a number of situations, to serve as a benchmark and guideline for GMs to set CRs.
Convincing a(n)... | Challenge Rating | Rapport | Tension |
---|---|---|---|
Enemy to betray their allies | Almost Impossible (-40) | +9 Span | -6 Span |
Wild pokemon to be captured | Almost Impossible (-40) | +2 Span | +0 Span |
Enemy to surrender/flee a fight | Almost Impossible (-40) | +3 Span | -3 Span |
Individual to give you a valuable item for free | Almost Impossible (-40) | +2 Span | -3 Span |
Individual to trade at a staggering discount (81-99% discount on their items’ true value) | Almost Impossible (-40) | +1 Span | -2 Span |
Individual to trade at a ludicrous discount (51%-80% discount on their items’ true value) | Intense (-30) | +1 Span | -2 Span |
Individual to offer a steep discount (21%-50% discount on their items’ true value) | Hard (-20) | +0 Span | +0 Span |
Individual to offer a slight discount (1%-20% discount on their items’ true value) | Challenging (+0) | +0 Span | +0 Span |
Individual to stop doing an important task for some time (like guarding a door, checking for contraband, or checking food for poison) | Intense (-30) | +2 Span | -2 Span |
Manic individual to calm down | Intense (-30) | +2 Span | -4 Span |
Angry mob to calm down | Almost Impossible (-40) | +4 Span | -5 Span |
Crowd to rally behind a cause that directly clashes with their morals | Intense (-30) | +3 Span | -3 Span |
Crowd to rally behind a cause that somewhat clashes with their morals | Hard (-20) | +1 Span | -2 Span |
Crowd to rally behind a cause that does not oppose their morals | Hard (-20) | +0 Span | +0 Span |
Group of police officers that you’re not the criminal they’re looking for | Intense (-30) | +3 Span | -1 Span |
Group of Pokemon that you mean no harm | Average (+10) | +0 Span | +1 Span |
Ally to perform a small favor (pulling a lever, handing over an item of insignificant value, or helping you perform a safe, legal action) | Simple (+20) | -1 Span | +3 Span |