![]() |
|
Social
Interaction
“Plays well with
others: usually does Too
often does not“
____My
report card (grades K-12)
Social
interaction is perhaps the most important aspect of the game. Sure hitting and breaking stuff is great fun,
but you will eventually be obligated to deal with someone other than at the
point of your sword—or you will soon find yourself at the point of someone
else’s blade. This is a catchall
category covering such diverse areas as whom you know (contacts); how well
others know you (reputation); your morals and ethics; as well as titles,
status, rank, or your skills in dealing with others.
Appearance Contacts Influence Reputation Status
Titles
The
appearance listed with the attribute scores is how other members of your
species perceive your character. See the
Comparative appearance chart below to determine how another race perceives your
appearance.
Find
your race along the left and read across to find how other races perceive your
appearance. I.e. humans consider elves
attractive, so if playing an elf your appearance is effectively +3 to humans. Your appearance is normal when viewed by
other elves; and you would perceive humans neither favourably nor disfavourably.
|
PC race |
Dwarf |
Elf |
Human |
Troll |
|
Dwarf |
0 |
-4 |
-2 |
0 |
|
Elf |
-2 |
0 |
+4 |
+2 |
|
Human |
0 |
-1 |
0 |
+1 |
|
Troll |
-2 |
-6 |
-4 |
0 |
Every
character has at least 2 contacts to start; no matter how annoying or boring
you are, you at least know somebody. Very personable characters start out with
more contacts, or greater quality of contacts.
Your starting contacts are either:
one ‘A’ and one ‘C’ level,
one ‘B’ and two ‘C,’
or two ‘B’ contacts.
‘A’ level contacts are good friends
that you have known for years; you don’t keep track of who owes who a
favour. ‘B’ level contacts are
often more like drinking buddies than truly close, but can still be called upon
occasionally for assistance. ‘C’
contacts are associates or are a friend-of-a-friend, you may have worked
together for years, but don’t go to each other’s house on holidays. Contacts are not necessarily the same thing
as friends; for example, other player characters don’t need to be included on
your contacts sheet. Relatives also do
not necessarily count unless they are notable or have certain connections of
their own. Also note that you don’t
necessarily have to like someone to have them as a contact; you don’t have to
like the guy you fence your stolen goods to in order to do business.
Another
way to describe the degrees of association is if you are looking for a job
where your contact works. An ‘A’
contact will put his or her own job on the line for
you and would hire you themselves if possible.
A ‘B’ level contact will put in a good word for you and may
suggest how to make the interview go better.
A ‘C’ contact will tell you about the job opening.
Bear
in mind that your contacts will have connections of their own. The character sheet reflects that fact. People that you know personally should be
underlined or circled on your contacts sheet; and their contacts that you are
aware of, but don’t know personally, should be connected to their name with the
level of association (A, B, or C) listed if known.
Good
relationships require work to maintain.
To keep someone at an ‘A’ level you should see them
frequently—and not just for constant favours.
‘A’ contacts can slip down to ‘B’ level after a few months
of inattention or by abusing the relationship.
‘B’ contacts can slip down to ‘C’ after about a year or
so. You can increase the level of a
contact with time & effort (which usually means money). Increasing from ‘C’ to ‘B’
involves palling around for a time; increasing from ‘B’ to ‘A’
can take years of effort.
For
starting characters, contacts don’t need to be fully fleshed out. A basic idea such as “a thief in the next
town” works until the relationship can be fully explored and developed through
play. Some examples of contacts
are: a city’s captain-of-the-guard,
blacksmith-weaponsmith-armorer, travelling merchant,
fence, noble, alchemist, wealthy landowner, technomancer,
musician, bureaucrat/politician, wizard, military leader, scout, childhood
acquaintance, someone in a distant land, thief or other outlaw-type, someone
possessing a certain skill, drug connection, teacher, or anything else you
choose (and the Game Master allows).
Contacts may act as patrons, employers, allies, sources of information,
companions, or simply someone who owes you a favour.
Influence is simply a subset of
contacts. If you know a great deal of
people in a certain field (especially powerful people) or have a measure of
personal power in an area then you can be said to have influence. For example, the Admiral in charge of Formour’s 3rd Expeditionary Fleet has influence
over foreign policy, as does the seneschal who oversees ambassadors; a Bishop
has influence over his diocese, as does the Duke within whose domain it is
resides. Influence can be over a
geographic area or over a church, high society, an industry, the legal/bureaucratic
system, the military, a university, organized crime/underground, or street
influence. There is no game system for
influences (i.e. a judge has influence over legal matters, but cannot create law), but when you think you have enough connections and personal authority
to influence something, you are free to make the attempt. The Game Master must determine the outcome
based on the innumerable variables and circumstances.
Influence
is the true measure of being well-connected.
Whom you know—and how well you can influence them
(social skills)—affects what you can control.
Remember that your contacts have contacts of their own & can
possibly get things done indirectly.
Remember also that a contact represents a person, not just a game
mechanic; they may call upon you (or your other contacts) from time to
time.
The
greatest factor behind influences isn't people; it's money. Being able to grease a few palms with silver
can get many things accomplished.
Conversely, many organizations can be convinced support/sponsor an endeavor. Support
can come in other ways than directly with cash.
For example, if you need a ship because your quest is sending you across
the sea. Finding someone to buy one for
you is nearly impossible; but if you can convince your friend that collects taxes
on the docks to look the other way on someone else's shipping tax if you bring back some of the rare spices he
loves from overseas. Then that ship's
captain may take you for free in return for not having to pay docking fees.
Reputation
is the percentage chance that someone has heard of your character or if you
have heard of that particular NPC. The
base fame rating can be modified—either permanently or for just one particular
roll—by your actions, how public those actions are, distance, or how “in-touch”
someone is. For example, murdering
someone in a crowded marketplace might raise your permanent reputation by 2 or
3 points (you may be a criminal, but a well-known one); if you are a very long
way from your homeland your effective fame may be 1/10th of what it would
normally be.
Status
is a descriptive term for a character, whether famous, noble, feared, or
honourable. Each status is added to fame
to determine the base chance that the character’s reputation has preceded him
or her. That is, if you have a fame of 8
and 4 status traits then the chance to be known is 12%. Some appropriate statuses can also be used as
a bonus for social skills. It is
possible to have more than one of a particular status; i.e. being nobility in
more than one country or having ‘titled’ status more than once (i.e. Sir Daren
von York if both knight and baron, or Feared x2 for a bad mother—shut
your mouth). Some examples of status and
brief explanations are:
Acknowledged:
You are a recognized member of court.
Artful
Dodger: You are known to be a masterful thief (often
refers to pickpockets), you always get away with your
crimes.
Avaricious:
You are known for your excess of greed.
However, your miserly tendencies pay off—at least in other people's minds—this
status doubles the bonus from Wealthy.
Blessed:
You receive the blessings of a divine order.
Cherished:
Someone in high office holds you in loving regard.
Clean:
You are known not for your tidiness (that is the Neat status), but for
your lack of objectionable behaviour.
You are always considered to be fair and honest—unless you do something
to lose this status.
Courtly:
Use this status as a +1 bonus when trying to impress nobles or the
influential with your graces.
Disciplined:
You are noted for your self-control and desire for order. You receive a +1 on social
checks that involve keeping yourself or subordinates in line.
Dishonest:
You just cannot tell the truth.
You are well known for your falsehoods (this can be used in your
favour).
Divine:
Godhood-or at least the trappings of being a living god.
Dominant: +1
to social skills when controlling underlings or otherwise trying to bully
someone.
Earthy: You
are considered sensible and practical, with a straightforward approach. Some may consider your simple, direct manner
crude.
Elite:
You are regarded as representing the top of
you profession or class.
Enraged:
Your viciousness & uncontrollable anger are well known.
Esteemed:
You regarded with respect.
Eternal:
You are as unchanging as the tides or as unquenchable as the sun.
Famous:
You are very well known. This
status also includes the Known status for free, and the area that you are known
in is much larger.
Feared:
Those who know you fear you, for you have the power to destroy
them. You must be able to back this up
to be eligible for this status.
Genuine:
Any hypocrisy on your part is at first believed to be only part of your 'complexity.'
Greater
nobility: This is the upper echelon of the feudal
castes.
Grounded:
Your beliefs and principles are firmly fixed. No one can cause your morals or disposition
to change unless you desire it. You must
have overcome an ethical dilemma to gain this status.
Holy:
Your very touch is considered elevated above lesser mortals.
Honest:
Until proven otherwise your word is considered completely truthful.
Imperial:
This status denotes Emperors &
Empresses.
Influential:
You are well connected or your words hold merit to others. You have demonstrable control over an area;
see the section on influence above.
Insightful:
You are known for your wisdom & ability to see the truth in all
things.
Judicial:
You are known for your ability to make unbiased & fair
decisions.
Knighted:
You have been made a defender of the realm; this status is not passed
down to your children & is available only to those who have actually
achieved knighthood.
Knowledgeable: Sage-like information is considered yours
to command.
Known:
This status adds an additional +1 to your effective reputation in areas
(geographical or occupational) where someone might have heard of you.
Landed:
You have control over a large tract of land.
Leader: Available
only to those of proven ability (i.e. you have been in charge of a group
before) and grants a +1 to when you are trying to get those placed under you to
do something.
Masterful:
This status denotes those that have achieved level 10 in a proficiency
or by having an apprentice skill at master level (not counting your native
language) and creating a 'masterpiece' or the equivalent for non-craft skills
Named:
Your last name reflects your title/status or you gain an appropriate
last name.
Neat: You
are known to be tidy and organized.
Noble:
You are a member of your countries nobility.
Polite:
Smooth and refined in behaviour or manners; well bred; courteous;
complaisant; obliging; civil.
Regal:
This status denotes royalty—Kings,
Renowned:
You are famed for your deeds.
Respected:
this merely means that you may expect to be formally referred to by
other than your title; i.e. your grace or your royal highness.
Sly:
You are noted for your craftiness and cunning.
Take-charge:
You are known to have stepped up and controlled a situation
successfully.
Tenacious:
You are noted for you unyielding persistence. To receive this status, you must have
overcome a difficult obstacle that was defeated by your determination and will
to succeed.
Titled:
You are entitled to have others refer to you by your formal title.
Triumphant:
You have achieved a great victory in battle.
Trouble-magnet:
Strange situations (and even stranger individuals) seem to seek you out;
this can never be good for those around you.
Trustworthy:
You are considered to be reliable, honest, and dependable.
Trusty:
Another in the series of 'honest/nice guy' statuses.
Unholy:
Whether or not you are in league with dark gods is debatable, but you do
make them proud.
Unique:
There can be only one.
Untouchable:
You have escaped dire punishment repeatedly.
Untrustable: No
one would place any confidence in you.
Vengeful:
You are known to have exacted a brutal revenge on those who wronged
you.
Warrior:
Many cultures place this status at a premium, considering all others
unworthy of respect.
Wealthy:
You are known for having money (true or not) and can use this status
allows you to have a line of credit or to get by (buy) without spending cash
(use this as a +1 to social skills when trying to do either of these
things).
Wise: Whether true or not, you are considered to be knowledgeable and fair in
judgement.
There
are two ways to earn a noble rank in most countries: birth or earning. Each noble rank has certain prerequisite
statuses that someone must possess in order to achieve that title as well as
having bonus statuses that you gain for having this rank. There are usually additional requirements for
achieving nobility; it is never automatic simply for having the required
status. If you are born into a title
then the prerequisite statuses are added as additional bonus status. Some titles (such as knight) you cannot be
born into and must earn. The Kingdom of Formour and the Byzant Empire in particular are both
expanding their controlled lands and thus their nobility, and as such there
exists greater possibility of increasing one’s station in life there than in a
more rigid caste society.
The
exact structure of a country’s nobility will vary from location to location,
but the rough feudal order follows:
Pharaoh
Emperor/Empress
High
King/High Queen
King/Queen
Kahn
Prince/Princess
(royal)
Prince/Princess
(city)
Archduke/Archduchess
Duke/Duchess
Marquis/Marquese
Chieftain
Count/Countess/Earl
Jarl
Subchieftain
Viscount/Viscountess
Baron/Baroness
Baronet
Knight
Hetman
Squire
The social order will be included in each countries description and usually doesn’t include all of the titles listed. The Kingdom of Formour has its order of feudality (with required and bonus statuses) as:
King/Queen: Required-acknowledged,
courtly, dominant, esteemed, feared, greater nobility, influential, known,
landed, leader, noble, regal, respected; Bonus-elite,
famous, cherished, genuine, known, respected, titled (your majesty), unique,
well known
Prince/Princess
(royal): Required-none;
Bonus-acknowledged, cherished,
famous, greater nobility, known, titled (your highness)
Archduke/Archduchess: Required-acknowledged,
courtly, dominant, esteemed, greater nobility, influential, landed, leader,
noble, wealthy; Bonus-elite, famous,
known, respected, titled (your grace), well known
Duke/Duchess: Required-acknowledged,
courtly, dominant, influential, landed, leader, noble; Bonus-greater nobility, known, titled (your grace), wealthy
Marquis/Marquese: Required-acknowledged,
courtly, influential, landed, noble; Bonus-titled, wealthy
Count/Countess/Earl: Required-acknowledged,
courtly, landed, noble, influential; Bonus-titled,
named (earl)
Viscount/Viscountess: Required-acknowledged,
courtly, landed, noble; Bonus-influential,
titled
Baron/Baroness: Required-acknowledged,
courtly, noble, landed; Bonus-named
(von) titled,
Baronet: Required-acknowledged,
knighted; Bonus-noble, named
(lord/lady)
Knight
(non-noble):
Required-acknowledged,
esteemed; Bonus-knighted, named
(sir/lady)
Squire (non-noble): Required-none;
Bonus-acknowledged