This is an old revision of the document!
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.
Negotiator | Make deals. | |
---|---|---|
caret-right | Bribery | Make bribes easily, cheaply, and deniably. |
caret-right | First Impression | Improve reaction checks. |
Enterprises | Negotiator School |
Social | plus-circleWhat You Want: You can tell what others want just by interacting with them a little. A creature's wants are revealed to you in general terms, such as “to eat meat” or “to cause chaos.” Ask the referee and they'll tell you straight up, no guesswork required. minus-circleNo Anonymity: You don't need to share a common language with a creature in order to learn what it currently most wants, but you do need to have some sort of exchange in which your subject is aware of you and vice versa. Fighting totally counts as an interaction, as does a stare-down in the street. |
|
---|---|---|
Utility | plus-circleAppraisal: You know the relative value of everything that can be bargained for, even non-material things. Before closing any deal, you can ask (out of character) if you're being ripped off. The other party must answer truthfully (again, out of character). | |
Social | plus-circleGrease Palms: You are an expert in the giving of bribes. By spending 1 point of Supply, you can compel most creatures to perform any minor favor for you. A given creature's definition of “minor favor” will vary greatly depending on the creature in question- a criminal thug might be willing to kill a bystander in exchange for your bribe, while an honest judge might not be willing to do anything more than give you correct instructions for navigating a bureaucracy. plus-circleAcceptable Price: No matter how powerful the target of your bribery (in terms of level or social status) they never ask for more than 1 Supply as a bribe. You don't need to spend time haggling over this. plus-circlePlausible Deniability: If the favor you want is too large or too risky for a bribe to cover, the target never becomes offended by your crass attempt to buy them off. They simply refuse to do it, your Supply is returned to you, and everything is forgotten. |
|
---|---|---|
Social | plus-circleYou Seem Trustworthy: When you or your party encounters another group and a reaction check occurs, attitude is adjusted +1 step higher than it would otherwise be For example, if a check would normally cause an encountered creature to be Suspicious towards you this ability automatically makes it Neutral instead. | |
---|---|---|
caret-right | Alternative | plus-circleCome Bearing Gifts: You can further improve reaction check results by as many additional attitude shifts as you want. minus-circleExpensive Gifts: For every additional +1 attitude adjustment, you must spend 1 Supply. |
Sidebar: Reaction Checks |
---|
All creatures have a general default attitude from the following list: Welcoming Polite Curious Neutral Suspicious Confrontational Hostile If a creature is randomly encountered, the referee might ask for a reaction check. This is a trigger die roll that adjusts their default attitude up or down the scale as outlined below. |
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: the first such keystone per session costs 1 Supply, the second 2, the third 3, and so on. |
---|