Negotiation | Heroes of Fantasy

Negotiation

BaseChr : 2 - 2
Training price (+2/+4/+6/+8/+10)1 / 2 / 4 / 8 / 12
Price per increase expx2
“A permit to enter? Surely that applies only to the common folk. Call your superior, soldier!”
“I apologize, sir, for not recognizing you at once. I'll run and open up!”
“This is supposed to be a riding horse?”
“Of course, sir, look at that coat.”
“But it breathes somehow strangely ...”
“That's a trait of thoroughbreds, it breathes vigorously; wait until you ride it, it will be like the wind.”
“But it's somewhat small ...”
“Small, but fast. Besides, a smaller horse eats less.”
“How much did you say it costs?”
Feats
Name Body Previous feat Depends on Group
Common
Bargaining (2x)1Common
Storytelling1Common
Seduction1Common
Independent Opinion  1Common
Information Gathering1Common
Master Merchant1Information Gathering 1xCommon 1x
Master Spy1Information Gathering 1xCommon 1x
Secret Agent  2Master Spy 1xCommon 2x
Acting1Common
Professional Actor1Acting 1xCommon 1x
Poetry Writing2Professional Actor 1xCommon 2x
Imitation  2Professional Actor 1xCommon 2x
Actor2Professional Actor 1xCommon 2x
Music and Singing1Common
Master Musician1Music and Singing 1xCommon 1x
Music Composition  2Master Musician 1xCommon 2x
Master Liar2Common 2x
Captivating Speech  2Common 3x
Mood Influence  2Common 3x
Persuasion  3Common 4x
Devil’s Advocate3Common 4x
Fame  3Common 4x
Deep Impression  3Common 5x

Haggling, lying, coaxing, persuading, impersonating someone else - all this and much more you can do successfully only with the help of this skill. All you will need is a tongue, knowledge of the given language (in which you intend to speak) and the art of deftly juggling words. You will often achieve a much better result this way than with a sword or spells. Besides, talking costs nothing and is given to almost everyone.

A character with high Negotiation will often seek company, likes to chat, tell stories or be the center of attention. They will very often be an extrovert.

Low Negotiation, however, need not mean that the character is withdrawn or unsociable; rather they are rude, cannot express themselves, know few words, swear a lot and so on.

Example
Vearmea is trying to persuade a guard to let her into the city after the city gate has closed. She rolls Negotiation. The GM decides that it is a moderately difficult task, i.e. 10.
If Vearmea succeeds, the guard opens the gate and lets her in.

Note: With Negotiation it matters how you play your role - you must think up what you want to negotiate about and what persuasive arguments you will use. The better your arguments, the bigger the bonus the GM gives you (or the lower the difficulty).

Completing the example

Vearmea's player tells the GM that she will convince the guard she is carrying an important message for the burgrave. The GM, speaking as the guard, will counter and want to see her credentials. The player will object that the message is oral and she must deliver it in person. Based on the arguments, the GM decides to give her a +5 bonus for arguments.

If you don't come up with good arguments, a mere dice roll is not enough, and a stranger voiced by the GM may refuse to deal with you at all.

Frequent pestering can also bore or annoy the other person, so always consider carefully whether to try your luck with the same person again after a possible failure.

Success roll

Negotiation + 2d6 / 2d6 + difficulty

The difficulty is judged by the Game Master. They set it according to what you are trying to talk the character into. The character's knowledge of the matter also has an effect - you can easily convince a village bumpkin that in the city the houses are made of gingerbread. On the other hand, you will hardly get a city merchant to give you goods on credit or to buy at a disadvantage what he himself sells and knows.

Contest Roll

Instead of a roll against difficulty, the GM can also switch to a contest roll. The persuaded character then rolls the skill / attribute the GM determines.

Contest Roll

Negotiation + 2d6

against

skill / attribute + 2d6

The attribute / skill used will be the one the character can directly apply against coaxing / persuasion (according to the GM):

Intelligence, Scholarship: If the character applies reason or knowledge.

Will, Priesthood: If they are stubborn, convinced or even devout.

A specific skill: If they can directly apply their expertise in the field.

Two negotiators against each other

If two negotiators try to persuade a third person, they contest each other. The winner is the one whose roll first beats the other negotiator, and then also the person being persuaded (who may get a penalty at the GM's discretion).

Contest Roll

Negotiation + 2d6

against

Negotiation + 2d6

Negotiation in combat

You can even use Negotiation in combat - you can try to calm your opponent, propose a truce, surrender or, on the contrary, force them to capitulate. The advantage in the contest always follows from the situation (superiority, several combatants taken out on one side or the other and so on). Besides, if you are fighting at the same time, you have a -5 penalty for a concurrent action to Negotiation (or -2 to hit and defense).

Limits of Negotiation

If you pester someone too much (i.e. you repeatedly fail), they may no longer talk to you and no further arguments will convince them.



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