Social Skills

All talents of this area may be raised by up to 2 points per level Befool (IN/CH/CH) The effect on the other sex is validated by this talent. A success in a test of "Befool" tells the hero, that the target likes the befooler. The effect on the person's actions are dependent on the person and the situation in the game. If somebody is particularly serious and hard to befool there may be additives proposed by the gamemaster. Haggling (CO/WI/CH) Haggling is one of the talents that are better shown by realistic trials than by a test of rolling dice. But if the hero resists on having something for a price less than the dealer there might be a situation when a test of dice might resolve the situation without a loss of respect for the gamemaster. The other possible use of Haggling may occur when the haggling is no big deal and the heroes might be a little bit annoyed because they are drifting away from their original task. In this case just cut the whole procedure by rolling some dice. An additive might show how much the hero is willing to cut the price, i.e. 5%=+1, 10%=+2, etc. If the test fails the dealer might as well raise the price. Streetwise (WI/IN/CH) The best talent of a thief is a quick orientation in any kind of city. A successful test might as well lead to an answer from the master in one of the following questions: Where will I possibly find guards ? Where do I find cheap accommodation ? Where is the best location to thief somebody ? Which temple is most likely to give a meal to a poor soul who believes in any god for it ? Tests may be rolled hidden by the master. Guessing (WI/IN/IN) If you find a small ring with a blue emerald and a silver bird on it, it is not very usual to find a label telling you about its value. A successful test of Guessing may be the answer, though. It might as well be a guidance when you think about a number of metres height of a mountain or the number of approaching soldiers. When buying things on the market the hero may recognize the real value of a product. The master may roll the test hidden. Lying (CO/IN/CH) Well, you might think, everybody who wants to be a hero is trained in this talent, but this is a mistake. Some are so honest because of their social level or their faith in the Twelve, that they even have a problem lying when their life is in serious danger. Note: In general a lie can only be successful if the target has no possibility to check the truth of it. However, a Successful test of Lying may as well lead to the target deciding that there is no need in checking the truth. Lying-test rolls may be rolled hidden by the master and may be resolved by the target by a crosscheck of Humans. Humans (WI/IN/CH) Humans is just the abbreviation for knowledge of the human spirit, i.e. a hero may use this talent for checking the true destinations of the target's mind. The honesty of a horse dealer may as well be checked as the reliability of a travel guide. Humans-tests are always rolled hidden by the master, because the master has to explain the feelings of the hero towards the target afterwards, and open numbers would resolve problems faster than any words. To prevent the hero from finding the central hero in the first five minutes of the adventure the master may even put a secret additive on the Humans-test. This additive should normally be of the level of the NPC. Etiquette (WI/CH/AG) Etiquette is originally a talent from the third part of the rule books, but since it very important in the propagation of an adventure chronicle of Realms of Arkania it shall be placed here. Etiquette may be important in front of all when meeting barons, lords or even emperors. The right way to bow down or kiss the stone or the dust beneath her or his feet may decide on life or death or it may be just a polite step to win the friendship of a lower noble. The master may raise an additive according to the rank of the noble person. A farmer or citizen may well be accustomed to bowing in front of the owner of the land, but he or she will never have seen the emperor or even the king of a province.

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