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negotiator [2020/03/19 16:52]
kyle
negotiator [2021/11/23 20:37] (current)
kyle
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 //The key to a successful negotiation is compromise. I needed a gun that could kill a god and she wanted my soul in exchange. In the end, I got a single bullet for the job and she got a husband.// //The key to a successful negotiation is compromise. I needed a gun that could kill a god and she wanted my soul in exchange. In the end, I got a single bullet for the job and she got a husband.//
  
-A Negotiator's weapons are words, and the class has several useful tricks that let them get what they want without ever having to resort to violence (unless they want to). The class is a very low-tech, easily-justified one for inclusion in almost any campaign setting imaginable.+A Negotiator's weapons are words, and the archetype has several useful tricks that let them get what they want without ever having to resort to violence (unless they want to). The archetype is a very low-tech, easily-justified one for inclusion in almost any campaign setting imaginable.
  
 ^[[#Negotiator]] ^^Make deals. | ^[[#Negotiator]] ^^Make deals. |
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 |{{fa>caret-right?24}} |[[#Size Up]] |Learn how tough a target is. | |{{fa>caret-right?24}} |[[#Size Up]] |Learn how tough a target is. |
 |{{fa>caret-right?24}} |[[#Truce]] |Make peace, not war. | |{{fa>caret-right?24}} |[[#Truce]] |Make peace, not war. |
-^[[#Enterprises]] ||Negotiator School | +^ ^^^ 
-^[[#Weaknesses]] ||Pacifist |+ 
 +Know if somebodys gonna betray your deal 
 + 
 +Leave loopholes in signed contracts that can be retroactively declared
  
 ====== Negotiator ====== ====== Negotiator ======
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 ^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Credible:** When you make an offer during a negotiation, a promise to deliver something later is considered just as good as delivering on the spot. You don't need to give anything more than your word. \\ \\ {{fa>minus-circle?24&align=left}}**Deceiver:** If you renege on the deal, Credible no longer functions on the same target in the future or on any other party who knows that you're a dirty debt-dodger unless you can convince them it wasn't your fault. | ^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Credible:** When you make an offer during a negotiation, a promise to deliver something later is considered just as good as delivering on the spot. You don't need to give anything more than your word. \\ \\ {{fa>minus-circle?24&align=left}}**Deceiver:** If you renege on the deal, Credible no longer functions on the same target in the future or on any other party who knows that you're a dirty debt-dodger unless you can convince them it wasn't your fault. |
 ^ ^^^ ^ ^^^
-^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Fair And Square:** Whenever you successfully make a deal (such as to get a target to agree to do something for you or make a deal of some kind) it is considered a positive experience for both you and the target, no matter what terms were eventually negotiated. You can make a friendship roll with any target negotiated with in this way. |+^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Fair And Square:** Whenever you successfully make a deal (such as to get a target to agree to do something for you or make an exchange of some kind) it is considered a positive experience for both you and the target, no matter what terms were eventually negotiated. You can make a friendship roll with any target negotiated with in this way. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Are You Strong?** By taking an action to analyze any creature you can see you learn their total level, the allocation of their three combat skills (Melee, Remote, Whelm), and what classes they have training in. \\ \\ {{fa>minus-circle?24&align=left}}**Generally:** You don't necessarily know exactly which abilities your target has learned, just which classes they have. |+^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Are You Strong?** By taking an action to analyze any creature you can see you learn their total level, the allocation of their three combat skills (Melee, Remote, Whelm), and what archetypes they have training in. \\ \\ {{fa>minus-circle?24&align=left}}**Generally:** You don't necessarily know exactly which abilities your target has learned, just which archetypes they have. |
 ^ ^^^ ^ ^^^
  
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 ^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Time Out:** As an action, you can attempt to end a battle you are involved in peacefully by convincing your opponents to try diplomacy instead. If successful, everybody stops fighting and agrees to hear you out. \\ \\ {{fa>minus-circle?24&align=left}}**Language Dependent:** If you cannot communicate with your opponents meaningfully, then you cannot attempt to call a truce. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Attempting to call a truce costs 1 Mojo to show your sincerity and willingness to sacrifice. If you have no Mojo remaining, you cannot use this ability. \\ \\ {{fa>minus-circle?24&align=left}}**Truce Check:** Calling a truce doesn't always work- once the weapons are out and battle's been joined, it can be hard to stop it. Roll a trigger die: if the result is a 9+, then combat ends (for now). If not, nobody pays any attention to you and the Mojo used in the attempt is wasted. You can try again by spending more Mojo, though. \\ \\ {{fa>plus-circle?24&align=left}}**Give Peace A Chance:** If your side has not yet taken any purely offensive actions (dealing damage or inflicting conditions) or your side obviously outclasses your enemies in some way, you only need a 5+ to succeed on the truce call. If both conditions are true, the truce call succeeds automatically with no check required at all.| ^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Time Out:** As an action, you can attempt to end a battle you are involved in peacefully by convincing your opponents to try diplomacy instead. If successful, everybody stops fighting and agrees to hear you out. \\ \\ {{fa>minus-circle?24&align=left}}**Language Dependent:** If you cannot communicate with your opponents meaningfully, then you cannot attempt to call a truce. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Attempting to call a truce costs 1 Mojo to show your sincerity and willingness to sacrifice. If you have no Mojo remaining, you cannot use this ability. \\ \\ {{fa>minus-circle?24&align=left}}**Truce Check:** Calling a truce doesn't always work- once the weapons are out and battle's been joined, it can be hard to stop it. Roll a trigger die: if the result is a 9+, then combat ends (for now). If not, nobody pays any attention to you and the Mojo used in the attempt is wasted. You can try again by spending more Mojo, though. \\ \\ {{fa>plus-circle?24&align=left}}**Give Peace A Chance:** If your side has not yet taken any purely offensive actions (dealing damage or inflicting conditions) or your side obviously outclasses your enemies in some way, you only need a 5+ to succeed on the truce call. If both conditions are true, the truce call succeeds automatically with no check required at all.|
 ^ ^^^ ^ ^^^
- 
-====== Enterprises ====== 
- 
-^Negotiator School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each. | 
- 
-====== Weaknesses ====== 
- 
-^Pacifist |You cannot bring yourself to deal direct harm. You cannot ever learn, either permanently or temporarily, any weapon-using class. | 
  
negotiator.1584658322.txt.gz · Last modified: 2020/03/19 16:52 by kyle