Difference between revisions of "Future Imperfect chapter 3-C"

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Chapter 3-C, Psychology, Social Conflict and Fear
 
Chapter 3-C, Psychology, Social Conflict and Fear
  
=Psychological Contests=
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=Social Interaction=
There is more to besting your foes than yanking triggers and smashing things to oblivion. That's a lot of fun (for some), but sometimes it's even more satisfying to stare down an enemy and send him running back to Proxima Centauri, or trick a savvy extra into thinking some alien's sneaking up on him so you can shoot him in the back.
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Most situations in life do not devolve into physical conflict. Hopefully, this will also remain true in your game. When characters interact socially, sometimes there is a free exchange of information, or sometimes the conversation is purely topical. There will be times, however, when one or more characters are attempting to achieve a goal via social conflict.  
  
Bluff, intimidate, and ridicule are psychological contests that can be used to break an opponent's nerve or concentration. Persuasion is also a psychological contest, but it isn’t generally used in combat.
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'''Game Designer's Note''': There are many conventions in social interaction that vary from game table to game table. We recommend that some of this variance be eradicated. Some groups just roleplay the situation, and the GM decides how the NPCs react with no skill roll involved. In a case like this, what is the purpose of social skills? And to go one step further, why would anyone select them at all?
  
A psychological contest is an opposed test versus one of the target's skills. If the test is being made against a group, use the leader's skill.
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The situation should absolutely be roleplayed, but without the resolution mechanic, not only is the situation arbitrary, but it is also inaccurate. Remember that we are playing Heroes, we are not the Heroes themselves. A suave talker could make a poor argument sound convincing, while a gruff curmudgeon could be quite off-putting even with the smoothest talking points. Let the players resolve their actions and move the plot based on those resolutions.
Initiating a psychological contest is an action. Resisting one is not and is done automatically.
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Psychological contests can have additional effects besides just getting the bad guys to do what you want. The number of successes and raises determines the effect of the contest.
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Regarding situational bonuses and penalties, these should be utilized but consistent and controlled. Too much granting of adjustments and the actual character skill becomes minimized. Remember, when the player created his Hero, he was telling the Master what his Hero would do well, and also what he would do poorly. Too much fiat and this balance becomes disrupted.
  
All this is summed up on the Psychological Contests Table.
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=Psychological Conflict=
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Not all social interaction is conflict, and not all social conflict is overt. The goal of the system is not to duplicate realism, instead it is to model an interaction in an interesting way, that allows players to utilize the skills of their character in more ways. In most games, combat is an extensive minigame, while social interaction is little more than a binary resolution. Not so in Future Imperfect. Our goal is that not only is playing a social character more interesting, but it could also be useful in more situations.  
  
{|
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During most social interactions, the Master and Crew can converse in character, and the action will progress naturally. Whenever one or more participants wishes to use a social skill, the psychological conflict mechanics become relevant. There are three general classes of social conflict actions: persuasion, argument and coercion. Blather is a special case, covered here as well.
|Test || Opposed
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|-
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|Bluff ||Scrutinize
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|-
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|Intimidate ||bravery
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|-
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|Taunt ||Taunt
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|}
+
  
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==Persuasion==
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Persuasion is the art of using innuendo, flattery and charm to achieve a social goal. Persuasion is an appeal to the emotion of the target. A successful persuasion attempt generally makes the target willing to act in the best interest of the seducer, at least as long as the emotions remain valid. The defense against persuasion is 3+Essence training, with a bonus of 1 if the Essence die type is d10+.
  
{|
+
Some examples of persuasion are seduction, banter and wordplay. Persuasion works by developing an emotional connection between the two parties. Because of this, those who have been persuaded become advocates for the intent of the persuasion. This means that the social directives (see below) generated during a persuasion attempt are generally broader than those used by other social mechanics. Because of this, persuasion takes longer to manifest.
|Successes || Effect
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|-
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|1 ||Annoyed
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|-
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|2 ||Distraught
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|-
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|3 ||Broken
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|}
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==Annoyed==
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<I>Sid Scorpio fancies himself quite the smooth talker. With his quick wit and engaging demeanor, persuasion is his interaction of choice. While stranded in a cantina on Arcturus, he realizes that sometime in the last hour he has been mugged, and is without a credit to his name. He needs something to eat, however, and he is not the give up kind of guy. So, he confidently strides into the bar and engages the maitre d'. He knows they are unlikely to give him a free meal, but he does believe he could convince him to grant him some food now, and let him hold on to some item of value he has until he returns to pay for the meal. Since his goal is to get engagement and sympathy from the other party, this is a persuasion test.</I>
Your character's stern gaze or cruel taunt angers or upsets your opponent. The target suffers -4 to his next action. This includes any "passive" defense skills like fighting or resisting further psychological contests.
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==Distraught==
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Persuasion need not be overt. Any character who wishes to introduce subtlety into their persuasion attempt may do so. Subtlety has two effects. The first is increased difficulty, the target's defense is considered one higher to a subtle persuasion attempt. If this increase causes the attempt to fail, the target has detected the intent of the seducer. Check the toggle, if it says YES, the target is aware but unmoved by the knowledge. The persuasion has not failed and the seducer may try again. If this second attempt fails on any level, the attempt fails. If the toggle says NO, the target has detected the subtlety, and reacts according to his disposition.  
The target is totally distracted by your hero's jibe, trick, or surly stare. The target is annoyed, and in addition loses his highest Action Card. If he's got a reserve card, he loses that instead.
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==Broken==
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The second effect is that if successful, and there was no detection, the target will act to further the social directive as if on his own volition. In other words, the target believes the ideas are their own.
You've broken the bad guy's will—for the moment at least. He's annoyed and distraught and you get to draw a Story Chip from the pool.
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=Simple Psychological Contests=
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==Argument==
Most opposed social interaction takes place during simple psychological contests. When a smooth-talking spacer attempts to learn valuable secrets from a crafty smuggler he met at a backwoods starport, this is a simple psychological contest. This type of action is much more subtle, and open to more interpretation and roleplaying. Simple psychological contests can be checks or tests, at the Master's discretion.
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An argument is an attempt to use logic and structured reasoning to convince a target of the validity of a point. Targets who are convinced have a change in belief until new facts or circumstances change them. The defense against argument is 3+Knowledge training, with a bonus of 1 if the Knowledge die type is d10+.
  
In a simple psychological contest, the initiator of the test or check compares the die roll or Action Card versus a TN set by the relative skill of the other being. Consult the following table for the appropriate difficulty.
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Arguments appeal to the intellect of the target. The goal of an argument is to change the point of view. Arguments work best against those who are willing to have an open dialogue. Arguments can be technical, philosophical, religious or even emotional in nature.  
  
{|
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Note that the term argument does not necessarily denote a heated exchange between adversaries. A friendly debate or reasoned discussion are also types of arguments. An argument is a structured discussion and exchange of ideas. Effective arguments often consist of considerable information shared on each side.
|Opposing die type is ||TN
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|-
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|Less ||3
+
|-
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|Equal ||5
+
|-
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|Greater ||7
+
|-
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|More than 2 greater ||9
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|}
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If the target has 3 or more levels in the appropriate skill, add one to the TN.
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Arguments should be adjusted based on their "truth" if the presenter or target are capable of understanding this truth. Note that this is only in regards to factual truth. A spiritual argument might be "true" to one individual or another, but it is not inherently true and therefore should not be adjusted for truth (but may be adjusted for zeal or persuasiveness). A logical argument about why a particular algorithm is more efficient than another can be judged (and proven) to be factually true. A scientific theory backed by appropriate research and data can be factually true. If the target has the appropriate intellect to understand and fully grasp the truth, then a truth bonus should be applied. The fundamental truth of the Taleel may be the spiritual underpinning of the IRSOL civilization, but that does not make it any more convincing to a Blarad or Hiss'Isst (though appropriate zeal may make it more effective against another IRSOL).  
  
==Stakes==
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Conversely, false arguments (be they deliberate or unintentional) should be adjusted negatively if the target has the appropriate understanding to know of the inaccuracy. It might be quite difficult to convince a planetary scientist that Terra is flat, for instance. As above, spiritual and religious arguments are never adjusted for being "false", but also as above, the quality of the sermon and level of zeal will affect the argument.
Before initiating any simple psychological contest, the initiator must make it clear what he is attempting to accomplish. Once both parties understand what is at stake, each has an opportunity to spend chips or otherwise affect the die roll. The Master must be sure that the player knows the potential consequences of each possibility. All declarations of stake are subject to Master approval.  
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<I>Antares Darkeye wishes to blather the desk sergeant at the local precinct long enough for Harry to sneak past and get into the jailer’s office. He decides he will tell the sergeant a fictional story about a crime he witnessed last evening, and ensure to keep him engaged and unaware of the surroundings. Matt (the player of Antares) declares that if he can win this task, the sergeant is engaged in his story long enough for Harry to get past. If he is able to get a bump, Harry can get in and out without being seen. If Antares fails, however, the sergeant sees through the ruse and maintains his vigilance, noticing Harry before he can get to the jailer’s office.</I>
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Successful arguments change the mind of the target. A target becomes convinced of the social directive (such as Terra is flat), and will act accordingly (or take appropriate penalties). Arguments successfully applied are ''permanent''. Removing their effects require further arguments to change the mind "back". Heroes may pay story chips to remove argument effects as if they are wounds, and unlike other limitations, any amount of chips may be spent. Chip expenditure allows the Hero to regain their previous opinion/understanding.  
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Players should be encouraged to develop their entire stake scenario. If they have a good and creative set of circumstances the Master should make every effort to accommodate them. If the player does not have a full idea, or if the Master believes the proposed scenario is inappropriate, he should make a counter declaration to the player. The player should not draw until they know the stakes for all likely possibilities. Once the dice are cast, the action is taking place. There is no way to cancel the action, though if another player (or NPC!) wishes to attempt to interrupt, an opposed Reflexes check may be attempted to interrupt, as described in the initiative section.  
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<b>Game designers note:</b> Most players understand and accept consequences in physical combat. The enemy rolls, they are hit by a specified weapon, the damage is applied: Simple, and without argument. Social combat is another thing entirely. Specify the stakes, such as NPC wants to know where some Hero is hiding. A player may respond, I would not tell them under any circumstances! Yet, a skilled and savvy talker might get the information anyway. They might know when the Hero lies, they could note body language and deduce the truth, there are many possible ways an NPC (or Hero!) could gain information even without cooperation. The stakes are the stakes, and this is not equivalent to losing control of the character, any more than taking damage from a gunshot is. I refuse to take the damage from this blast under any circumstances! Sounds silly, doesn’t it?
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'''Game Designer's Note:''' Argument can be quite powerful. The intent is for it to be used to further the story and plot in an interesting way, not for the Master to force a player to act a certain way. The Master should be cognizant of the goals of the players, and which players will enjoy roleplaying such consequences. Obviously, some players will not like this much at all. They are free to create characters who are resistant to arguments. If they do not, they should be prepared to spend chips when necessary to remove effects they are unwilling to roleplay. The system gives you chips for a reason, to play the game you want to play! Spend chips to prevent effects you do not enjoy.
  
The same goes for fear or compulsion. Fire is scary, we know this. Depending on the scope of the game, that might not matter. Players might be free to declare they run into the burning building to look for some dropped item. In a grittier game, a GM might want to use fear rules. A giant monster shows up, make your fear roll.  
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==Coercion==
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Coercion is an attempt to force a target to do something they do not wish to do. While the targets are not generally happy doing what they do, coercion works quicker than other types of social conflict. The defense against coercion is 3+Presence training, with a bonus of 1 if the Presence die type is d10+.
  
Often, social consequences, fears and compulsions could be better handled with the carrot than the stick. Instead of deciding that the mastermind NPC has convinced a Hero to reveal vital information, invoke a sliding scale cost based on the NPC skill task that the player must pay to resist. Pay a chip for each success or reveal the information, your choice. Allow the player freedom to determine his reaction, but no matter what, if the cost is not paid the NPC learns the info (somehow). In other words, the Hero might remain completely silent, but some movement, some tic, some inconsequential movement gave away the vital info.
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There are many types of coercion, including threats, intimidation, bribery and deception. In a coercive situation, the target is generally not acting in the interest of the threatening party. They are much more likely to stick as closely to the terms and find any possible way out of a situation. Advantages of coercion are that in some cases they can transcend language (anyone understands a knife at the throat), and they will often lead to instant obedience.  
  
Some players strongly rebel against what they perceive as losing control of their character, even though functionally it is no different than taking damage from a physical attack. Some players enjoy roleplaying the negative consequences. The best solution is to know your players, and use the method that will work the best for your crew. Give the players the game they want!
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<I>Antares Darkeye might not look threatening, but he is wily and clever, often this can make up for perceived physical shortcomings. While negotiating a deal on some marginally profitable cargoes, the opposing businessman attempts to drive his price so high that there would be no profitability remaining. This will not work with the plans the notorious space pirate has laid out, so he casually mentions that the Novaguns on the Habra Dahl could lay waste to this entire city block if he were inclined to do so. The merchant, understanding the implication, agrees to the original terms, albeit grudgingly. Antares smiles at him, and parts with the comment, "See, I told you we could get along if we tried." </I>
  
=Fear and Terror=
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==Blather==
Some things are a lot more unnerving than an adversary hurling insults in your general direction. These sorts of psychological contests can be either active or passive: a scary alien inherently causes fear, but it could use an action to augment the resulting fear.
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Blather is an attempt to temporarily overwhelm the target to achieve a specific goal. It could be a bluff, an argument that sounds good on the surface but has no actual basis, or an empty promise (among other possibilities). No matter the specific implementation blather is a Bluff task. A successful blather achieves the goal immediately, but as soon as the target has an opportunity to consider the situation he will uncover the ruse. Blathered targets are confused, and require a prepare action before any other action until they recover. Confused targets may attempt an Acuity check TN 5 as a free action to ignore the required prepare. Confusion duration is determined by the Master.
  
When the Master calls for a Fear test, the Hero rolls his bravery with a difficulty TN set by the Master and consults the following table.
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==Disposition==
{|
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Not all individuals are open to social contact, and even those that are will not necessarily be open to conversing with every individual in the universe. The general openness one character is to another is denoted by his disposition. There are many possible names for dispositions, such as suspicious, manipulative, aggressive, affectionate and the like. Rather than attempting to devise a set of mechanics to model every possible social interaction (unlikely), the specifics of each disposition are left to the Master and Crew to determine as needed.  
|Successes ||Effect
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|-
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|0 ||Broken
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|-
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|1 ||Distraught
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|-
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|2 ||Annoyed
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|-
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|3+ ||No Effect
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|}
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Critical failure on a Fear test results in the Hero being terrified.
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A disposition can be anywhere from 0 to 5, and may be positive or negative. The value of the target disposition is added to his appropriate defense during each interaction.  
  
If Fear wasn’t bad enough, there is also Terror. A Hero may not spend Story Chips in any way during a Terror test. Otherwise, it is the same as a Fear test.
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===Adjusting Disposition===
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Instead of a standard interaction, a character may instead attempt to adjust the disposition of the target. Attempt the interaction as normal, but instead of applying effect adjust the disposition in the direction designated by the character one level per success and bump. This new disposition persists throughout the interaction, or until adjusted by some other force. A critical fail on an attempted disposition adjustment instead moves the disposition in the opposite direction a number of levels equal to the Step Value on the card, minimum 1.
  
Critical failure or drawing a step 0 is extra bad. If a Hero critically fails on a Terror test, he draws no cards in the next draw phase, takes no actions (including active defenses) and just cowers in place. The hero is catatonic. During the following draw phase he becomes terrified. Same goes for drawing the step 0.
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<I>example</I>
  
<I>Klackon warriors gather in groups of 7 before attacking, and initiate a click-clacking of their claws. Anyone within earshot is subject to fear (TN 7) upon hearing this noise.</I>
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==Stakes==
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Before initiating any social conflict, the initiator must make it clear what he is attempting to accomplish. Once both parties understand what is at stake, each has an opportunity to spend chips or otherwise affect the die roll. The Master must be sure that the player knows the potential consequences of each possibility. All declarations of stake are subject to Master approval.  
  
==Terrified==
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<I>Antares Darkeye wishes to blather the desk sergeant at the local precinct long enough for Harry to sneak past and get into the jailer’s office. He decides he will tell the sergeant a fictional story about a crime he witnessed last evening, and ensure to keep him engaged and unaware of the surroundings. Matt (the player of Antares) declares that if he can win this task, the sergeant is engaged in his story long enough for Harry to get past. If he is able to get a bump, Harry can get in and out without being seen. If Antares fails, however, the sergeant sees through the ruse and maintains his vigilance, noticing Harry before he can get to the jailer’s office.</I>
A terrified Hero breaks and runs. During the next draw phase, the Hero draws a single card, and when it comes up, must attempt to maximize distance from the Terror causing event.
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Players should be encouraged to develop their entire stake scenario. If they have a good and creative set of circumstances the Master should make every effort to accommodate them. If the player does not have a full idea, or if the Master believes the proposed scenario is inappropriate, he should make a counter declaration to the player. The player should not draw until they know the stakes for all likely possibilities. Once the dice are cast, the action is taking place. There is no way to cancel the action, though if another player (or NPC!) wishes to attempt to interrupt, an opposed Reflexes check may be attempted, as described in the initiative section.
  
=Collaborative Roleplaying=
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=Social Directives=
In Future Imperfect, both the good guys and the bad guys can utilize story chips. These are represented by poker chips which come in three (actually, four-black is covered later) colors (blue, red, and white). The Master starts the first game session with a pool of 10 blue, 25 red, and 50 white chips. The mix won’t change except under very special circumstances which we'll tell you about in Chapter XX. At the start of each game session, every player gets to draw up to three Story Chips at random from the pool. For example, if a player has two chips remaining from the previous session, he draws one, or if he has five, he draws none. The Master also gets to draw one chip that he can use for all the extras and bad guys.
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When a character succeeds with a social skill, he accumulates effect which is used to enforce their stake scenario. These effects are called Social Directives. Each level of a social directive is a penalty of 1 for any action which contradicts the stakes. This includes any action, not just social ones.  
  
If you quit playing and decide to finish later, or the game is part of a campaign, everyone needs to write down the type and number of chips they had so they can pull them out the next time. There's a space on your character sheet for just this purpose. When you do get your chips back at the beginning of the next game session, make sure everyone gets their old chips before anyone draws their new ones.
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<I>Example</I>
  
Players also get rewarded with specific Story Chips during play. Mainly you get these for learning from a failure. Story chips are not awarded for success or for rolling dice well. Success is its own reward! The Master's section has more specific information on how heroes earn both story chips and bounty points.
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Not all social directives are created equal. It might be simple to convince your significant other to accompany you on a jaunt (1 level), but your most hated rival would take significantly more convincing to join you (4+). The Master will make it clear before any test is made exactly how difficult the situation is. Achieving the necessary effect levels acts like fear and compulsion, below.  
  
==Story Chips==
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Remember that individuals have free will. Just because you want to convince someone of something, they are not required to listen (unless you have an appropriate talent, of course). Targets can choose to walk away when they have an action, or also to attempt to regroup (see fear and compulsion).
A character can use his Story Chips in any one of 3 ways: to improve Trait and skill checks, to save his skin by canceling wounds, and to trade them for bounty points.
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White Story Chips allow the player to choose the result directly above or below the normal result during the action card resolution. This effect occurs only on upper results or lower, not both.  
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==Social Victory==
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Some types of social interactions (Master discretion) can result in a victory condition. This should be outlined in the stake scenario, either by the player or Master. In a social victory, the directive stops being a penalty to contradictory actions, and instead becomes concrete. A character must instead pay a chip to resist acting as directed by the victory condition.  
  
Red Story Chips let you draw an extra action card and choose which to keep. Only one red chip may be used per test or check. Alternatively, it maybe be used as a white chip, but for both upper and lower results.
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Generally, to achieve a social victory half or more of the necessary effect levels must be achieved in a single task. This is possible even if not all of the given effect is needed toward the victory.
  
Blue Story Chips allow the player to draw an action card and add the results to the one already drawn, as if an italicized or increased effect result had been generated.  
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<I>Hrulfgarr finds himself engaged in a discussion with a gang of local toughs at a gambling den on Opiuchi III. He has won their credits fair and square in a game of cards, but they are refusing to pay as agreed. The Master has set a victory level of 3, and he has already achieved two levels of success toward that aim. On his next action, he nonchalantly growls that their three skulls will not be the first three he has cracked, and likely won't be the last either, but given how cold this rock is, he is reminded of home and might find himself enjoying these more than average. He draws a card and finds a success and bump toward his goal. He was already 2 out of 3 levels toward success, but by achieving 2 (more than 50% of 3), he achieves instant victory. All three disgruntled miners look at one another and drop their credits to the table. Hrulfgarr smiles and says to himself, "Don't mind if I do!" as he scoops up his loot. </I>
  
Black Story Chips are special. The pool does not begin the game with any, and they will only be added at Master discretion. When playing a black story chip, the player has the option to completely customize the results from that card. Choose any result from the appropriate upper result column, choose the highest result from the appropriate lower results column, choose any of the hit locations, and use any penetration result listed. During minigames fragment and step results may be shuffled. <br>
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How is victory distinct from a directive? When it comes to NPCs, unless they are Villains or Masterminds, they capitulate instantly. Higher quality adversaries, such as the aforementioned story enemies, may resist just as a Crew member, by paying a chip. In this case, however, the chip does not come from their pool, instead, the character which caused the victory instead gains a chip draw for himself.
  
One note: You can’t use White or Red Story Chips if you critically fail.<br>
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=Fear and Compulsion=
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The universe is vast. It is also almost completely alien to everyone who lives there. No matter how much you have travelled, you have still experienced an infinitesimal amount of what is there, and even in that most miniscule sliver, some things are so terrifying that even the most hardened traveler is little more than a jellyfish in it's wake. Fear is how we model this. Fear is not common in every game, but we suggest it should be on the table nonetheless.  
  
Any Story Chip may be spent to make an unskilled check a skilled check, provided you are invoking an Impetus. More about Impetus in Chapter XX.
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In Future Imperfect, fear is a passive psychological attack, meaning it does not take an action for the fear causing entity, though in some cases that entity may act in such a way as to magnify the effects with one of their actions. The severity of the fear will be annotated in the same nomenclature as a trait or skill. When a character becomes subject to fear, immediately stop the action and check for effects. This means a character can begin suffering fear effects before they take their action, possibly even losing it.
  
==Saving your skin==
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To determine the fear effect, use the base fear value like a skill or trait, and defend with the character's Nerve trait. The effect level is compared to the Willpower trait of the defending character, and deal one shock for each full multiple of the willpower, with the remainder applied as stress. Astute readers will note this is exactly the same as damage in physical combat.  
One of the most common usages of story chips is to prevent damage. Spending a story Chip reduces the effects or makes it so the hit never happened in the first place. Whenever your character takes damage, you can spend chips to negate some of it. This applies to damage from a single attack. If your hero's shot twice in the same round, you have to reduce each attack separately.
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Wounds are negated before any CT is rolled, but they do not stop the CT. If you need to negate CT (after taking damage from bleeding, drowning, brawling or something else), each level of Story Chip negates 5 points of Wind as shown below.
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One way that it is different is that when a single fear causing effect attacks multiple characters it is resolved only a single time: one card, same effects, applied to all. This means that a character with a higher nerve may ignore an effect that paralyzes someone else, or one with better psychological resilience could take a reduced amount of shock.
  
{|
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<I>Ismail and Allison have found themselves in a tight situation on this asteroid. Renfro is sure that beyond the closed doors ahead lie the ForeRunner artifacts they seek, but none of their sensory equipment can tell them anything else about what lies within. They approach the door, and Ismail throws it open while Allison flanks her and Renfro takes cover behind her, peeking his head sheepishly around her waist.
|Chip ||Wounds Negated ||CT Regained
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|-
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|White ||Up to 1 ||5
+
|-
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|Red ||Up to 2 ||10
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|-
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|Blue ||Up to 3 ||15
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|}
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Red and blue chips have one further special function. If used to negate a wound less than their full value they may also negate the CT roll as well.
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What they see leaves them all slack jawed. Three klackon warriors stand in a triangle formation facing them. As soon as the group hears the unnerving click-clacking of their claws, the Master indicates a fear attack is on the way. Klackons cause fear at 3d8, and Ismail has a Nerve of 5, Allison 4, and Renfro 3. The Master draws and consults the card (9), and finds a 4 in 3d8. Ismail is unaffected, but Allison and Renfro will take shock.</I>
  
==Bounty==
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Any character who resists a fear effect is immune to an effect of the same level, from the same source, for the duration of this scene. A character who has recovered from a fear effect (see below) is ''not'' immune, and must retest if faced with the same situation again.
Story Chips can be converted into bounty points at the end of any session as well, with Master approval (see the next page). Blue chips are worth 3 bounty points, red chips are worth 2, and white chips are worth 1.
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==Shock==
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Shock is a social directive derived from fear. Like wounds, shock can have a significant effect on actions the character wishes to perform. Unlike wounds, some actions are immune to this penalty. If a squad of klackon warriors is bearing down on you, jumping a chasm while running full tilt away is not negatively impacted...this is exactly what the fear is causing the character to do!
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As soon as shock is dealt the Master will inform the player how the fear manifests. The Master should endeavor to keep it as general as possible, so the player maintains as much freedom as is reasonable. The Master has the final say on which actions will take penalties from shock, and should tell the player before any action is attempted. Some examples of good fear directives: Do not approach X, run away from Y, hold on for your life.
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Each shock level is worth -1 to all actions that are not caused by the fear. Note that any character may only be affected by a single "fear directive" at any one time. If a character who is suffering from shock suffers another shock, the levels are added together (like wounds), but the Master will indicate if the fear directive changes. Generally, the one that did the most effect will persist.
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<I>The Master tells the Crew that Allison and Renfro have the fear directive of "stay away from those klackons". He then consults the 3d8 and finds 17, Allison has a Willpower of 7, while Renfro is 6. Both take 2 shock, but Allison only takes 3 stress while Renfro takes 5. Each will suffer a penalty of 2 on any action that brings them closer to those klackons, or otherwise engages them, at the Master's discretion.</I>
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<b>Game designers note:</b> Most players understand and accept consequences in physical combat. The enemy rolls, they are hit by a specified weapon, the damage is applied: Simple, and without argument. Social combat is another thing entirely. Specify the stakes, such as NPC wants to know where some Hero is hiding. A player may respond, I would not tell them under any circumstances! Yet, a skilled and savvy talker might get the information anyway by paying attention and asking the right questions. They might know when the Hero lies, they could note body language and deduce the truth, there are many possible ways an NPC (or Hero!) could gain information even without cooperation. The stakes are the stakes, and this is not equivalent to losing control of the character, any more than taking damage from a gunshot is. I refuse to take the damage from this blast under any circumstances! Sounds silly, doesn’t it?
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The same goes for fear or compulsion. Fire is scary, we know this. Depending on the scope of the game, that might not matter. Players might be free to declare they run into the burning building to look for some dropped item. In a grittier game, a GM might want to use fear rules. A giant monster shows up, here is the fear attack.
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Often, social consequences, fears and compulsions could be better handled with the carrot than the stick. Instead of deciding that the mastermind NPC has convinced a Hero to reveal vital information, invoke a sliding scale cost based on the NPC skill task that the player must pay to resist. Pay a chip for each success or reveal the information, your choice. Allow the player freedom to determine his reaction, but no matter what, if the cost is not paid the NPC learns the info (somehow). In other words, the Hero might remain completely silent, but some movement, some tic, some inconsequential movement gave away the vital info.
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Some players strongly rebel against what they perceive as losing control of their character, even though functionally it is no different than taking damage from a physical attack. Some players enjoy roleplaying the negative consequences. The best solution is to know your players, and use the method that will work the best for your crew. Give the players the game they want!
  
A player can spend Story Chips helping other members of the crew. This sort of working together is encouraged. One rule, however, is you cannot spend a Story Chip to reduce the damage another player takes if that player has any chips of his own.
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=Psychological Healing=
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Recovering from shock is generally simple. Since the shock only affects characters when they act counter to the fear inducing effect, no character is ever forced to suffer a penalty. However, shock itself does heal, and characters may steel their resolve and face that which has previously terrified them. Healing can be accomplished in multiple ways.
  
When facing the perils of the galaxy, heroes tend to learn. At the end of each night's game session the Master may give you something called a "bounty". Bounties come from exceptional circumstances.  Every Hero in the crew gets a share of the bounty. If there are leftover points, they stay in the pot until the next time the group gets a reward. You can then use your bounty points to raise your character's Traits and skills if you'd like.
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==Remove the Catalyst==
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If the source of a fear directive is removed, a klackon warrior could be killed or a character could flee from a burning building, the character removes one shock every round right before resolving their first action. Note that a character who, for some reason, has no cards to play will not recover that round.  
  
New skill levels cost whatever the new level is. If you want your character's shooting to go from 3 to 4, it costs you 4 bounty points. You can only raise skill once per story arc, and only one level at a time
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In the case of an escape, such as the burning building above, if the character is again subjected to the same effect they must test again, and if they still have remaining shock add the new level to the old. The fear directive will likely be unchanged, but this is Master discretion.
  
Raising your training in a Trait costs two times the new level. So to go from 4d6 Strength to 5d6 would cost 10 points.  
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==Regroup==
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A character may take a regroup action if they are (Master's discretion) safe from the fear. For instance, a character who has fled from a burning building, and is sufficiently far from the flames may be considered safe, and could take a regroup action. Regroup actions may also be performed by allies to assist in recovery.
  
Traits can be raised as well. The cost equal to three times the die type of the level. To go from a d4 to a d6 would cost 18 bounty points. You'll probably have to save up for a while to pull this off. You don’t have to, but it makes for a better story if you say exactly how your character starts getting stronger or smarter. Maybe he spends his off hours lifting weights or reading technical manuals.
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To perform a regroup action, resolve a Bravery test. The effect will be shifted down one row per bump. Recover one shock per 5 points of effect, and one stress for each point of remainder. When performing a regroup action on a colleague, use Leadership instead.
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Latest revision as of 22:20, 3 September 2016

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Chapter 3-C, Psychology, Social Conflict and Fear

Social Interaction

Most situations in life do not devolve into physical conflict. Hopefully, this will also remain true in your game. When characters interact socially, sometimes there is a free exchange of information, or sometimes the conversation is purely topical. There will be times, however, when one or more characters are attempting to achieve a goal via social conflict.

Game Designer's Note: There are many conventions in social interaction that vary from game table to game table. We recommend that some of this variance be eradicated. Some groups just roleplay the situation, and the GM decides how the NPCs react with no skill roll involved. In a case like this, what is the purpose of social skills? And to go one step further, why would anyone select them at all?

The situation should absolutely be roleplayed, but without the resolution mechanic, not only is the situation arbitrary, but it is also inaccurate. Remember that we are playing Heroes, we are not the Heroes themselves. A suave talker could make a poor argument sound convincing, while a gruff curmudgeon could be quite off-putting even with the smoothest talking points. Let the players resolve their actions and move the plot based on those resolutions.

Regarding situational bonuses and penalties, these should be utilized but consistent and controlled. Too much granting of adjustments and the actual character skill becomes minimized. Remember, when the player created his Hero, he was telling the Master what his Hero would do well, and also what he would do poorly. Too much fiat and this balance becomes disrupted.

Psychological Conflict

Not all social interaction is conflict, and not all social conflict is overt. The goal of the system is not to duplicate realism, instead it is to model an interaction in an interesting way, that allows players to utilize the skills of their character in more ways. In most games, combat is an extensive minigame, while social interaction is little more than a binary resolution. Not so in Future Imperfect. Our goal is that not only is playing a social character more interesting, but it could also be useful in more situations.

During most social interactions, the Master and Crew can converse in character, and the action will progress naturally. Whenever one or more participants wishes to use a social skill, the psychological conflict mechanics become relevant. There are three general classes of social conflict actions: persuasion, argument and coercion. Blather is a special case, covered here as well.

Persuasion

Persuasion is the art of using innuendo, flattery and charm to achieve a social goal. Persuasion is an appeal to the emotion of the target. A successful persuasion attempt generally makes the target willing to act in the best interest of the seducer, at least as long as the emotions remain valid. The defense against persuasion is 3+Essence training, with a bonus of 1 if the Essence die type is d10+.

Some examples of persuasion are seduction, banter and wordplay. Persuasion works by developing an emotional connection between the two parties. Because of this, those who have been persuaded become advocates for the intent of the persuasion. This means that the social directives (see below) generated during a persuasion attempt are generally broader than those used by other social mechanics. Because of this, persuasion takes longer to manifest.

Sid Scorpio fancies himself quite the smooth talker. With his quick wit and engaging demeanor, persuasion is his interaction of choice. While stranded in a cantina on Arcturus, he realizes that sometime in the last hour he has been mugged, and is without a credit to his name. He needs something to eat, however, and he is not the give up kind of guy. So, he confidently strides into the bar and engages the maitre d'. He knows they are unlikely to give him a free meal, but he does believe he could convince him to grant him some food now, and let him hold on to some item of value he has until he returns to pay for the meal. Since his goal is to get engagement and sympathy from the other party, this is a persuasion test.

Persuasion need not be overt. Any character who wishes to introduce subtlety into their persuasion attempt may do so. Subtlety has two effects. The first is increased difficulty, the target's defense is considered one higher to a subtle persuasion attempt. If this increase causes the attempt to fail, the target has detected the intent of the seducer. Check the toggle, if it says YES, the target is aware but unmoved by the knowledge. The persuasion has not failed and the seducer may try again. If this second attempt fails on any level, the attempt fails. If the toggle says NO, the target has detected the subtlety, and reacts according to his disposition.

The second effect is that if successful, and there was no detection, the target will act to further the social directive as if on his own volition. In other words, the target believes the ideas are their own.

Argument

An argument is an attempt to use logic and structured reasoning to convince a target of the validity of a point. Targets who are convinced have a change in belief until new facts or circumstances change them. The defense against argument is 3+Knowledge training, with a bonus of 1 if the Knowledge die type is d10+.

Arguments appeal to the intellect of the target. The goal of an argument is to change the point of view. Arguments work best against those who are willing to have an open dialogue. Arguments can be technical, philosophical, religious or even emotional in nature.

Note that the term argument does not necessarily denote a heated exchange between adversaries. A friendly debate or reasoned discussion are also types of arguments. An argument is a structured discussion and exchange of ideas. Effective arguments often consist of considerable information shared on each side.

Arguments should be adjusted based on their "truth" if the presenter or target are capable of understanding this truth. Note that this is only in regards to factual truth. A spiritual argument might be "true" to one individual or another, but it is not inherently true and therefore should not be adjusted for truth (but may be adjusted for zeal or persuasiveness). A logical argument about why a particular algorithm is more efficient than another can be judged (and proven) to be factually true. A scientific theory backed by appropriate research and data can be factually true. If the target has the appropriate intellect to understand and fully grasp the truth, then a truth bonus should be applied. The fundamental truth of the Taleel may be the spiritual underpinning of the IRSOL civilization, but that does not make it any more convincing to a Blarad or Hiss'Isst (though appropriate zeal may make it more effective against another IRSOL).

Conversely, false arguments (be they deliberate or unintentional) should be adjusted negatively if the target has the appropriate understanding to know of the inaccuracy. It might be quite difficult to convince a planetary scientist that Terra is flat, for instance. As above, spiritual and religious arguments are never adjusted for being "false", but also as above, the quality of the sermon and level of zeal will affect the argument.

Successful arguments change the mind of the target. A target becomes convinced of the social directive (such as Terra is flat), and will act accordingly (or take appropriate penalties). Arguments successfully applied are permanent. Removing their effects require further arguments to change the mind "back". Heroes may pay story chips to remove argument effects as if they are wounds, and unlike other limitations, any amount of chips may be spent. Chip expenditure allows the Hero to regain their previous opinion/understanding.

Game Designer's Note: Argument can be quite powerful. The intent is for it to be used to further the story and plot in an interesting way, not for the Master to force a player to act a certain way. The Master should be cognizant of the goals of the players, and which players will enjoy roleplaying such consequences. Obviously, some players will not like this much at all. They are free to create characters who are resistant to arguments. If they do not, they should be prepared to spend chips when necessary to remove effects they are unwilling to roleplay. The system gives you chips for a reason, to play the game you want to play! Spend chips to prevent effects you do not enjoy.

Coercion

Coercion is an attempt to force a target to do something they do not wish to do. While the targets are not generally happy doing what they do, coercion works quicker than other types of social conflict. The defense against coercion is 3+Presence training, with a bonus of 1 if the Presence die type is d10+.

There are many types of coercion, including threats, intimidation, bribery and deception. In a coercive situation, the target is generally not acting in the interest of the threatening party. They are much more likely to stick as closely to the terms and find any possible way out of a situation. Advantages of coercion are that in some cases they can transcend language (anyone understands a knife at the throat), and they will often lead to instant obedience.

Antares Darkeye might not look threatening, but he is wily and clever, often this can make up for perceived physical shortcomings. While negotiating a deal on some marginally profitable cargoes, the opposing businessman attempts to drive his price so high that there would be no profitability remaining. This will not work with the plans the notorious space pirate has laid out, so he casually mentions that the Novaguns on the Habra Dahl could lay waste to this entire city block if he were inclined to do so. The merchant, understanding the implication, agrees to the original terms, albeit grudgingly. Antares smiles at him, and parts with the comment, "See, I told you we could get along if we tried."

Blather

Blather is an attempt to temporarily overwhelm the target to achieve a specific goal. It could be a bluff, an argument that sounds good on the surface but has no actual basis, or an empty promise (among other possibilities). No matter the specific implementation blather is a Bluff task. A successful blather achieves the goal immediately, but as soon as the target has an opportunity to consider the situation he will uncover the ruse. Blathered targets are confused, and require a prepare action before any other action until they recover. Confused targets may attempt an Acuity check TN 5 as a free action to ignore the required prepare. Confusion duration is determined by the Master.

Disposition

Not all individuals are open to social contact, and even those that are will not necessarily be open to conversing with every individual in the universe. The general openness one character is to another is denoted by his disposition. There are many possible names for dispositions, such as suspicious, manipulative, aggressive, affectionate and the like. Rather than attempting to devise a set of mechanics to model every possible social interaction (unlikely), the specifics of each disposition are left to the Master and Crew to determine as needed.

A disposition can be anywhere from 0 to 5, and may be positive or negative. The value of the target disposition is added to his appropriate defense during each interaction.

Adjusting Disposition

Instead of a standard interaction, a character may instead attempt to adjust the disposition of the target. Attempt the interaction as normal, but instead of applying effect adjust the disposition in the direction designated by the character one level per success and bump. This new disposition persists throughout the interaction, or until adjusted by some other force. A critical fail on an attempted disposition adjustment instead moves the disposition in the opposite direction a number of levels equal to the Step Value on the card, minimum 1.

example

Stakes

Before initiating any social conflict, the initiator must make it clear what he is attempting to accomplish. Once both parties understand what is at stake, each has an opportunity to spend chips or otherwise affect the die roll. The Master must be sure that the player knows the potential consequences of each possibility. All declarations of stake are subject to Master approval.

Antares Darkeye wishes to blather the desk sergeant at the local precinct long enough for Harry to sneak past and get into the jailer’s office. He decides he will tell the sergeant a fictional story about a crime he witnessed last evening, and ensure to keep him engaged and unaware of the surroundings. Matt (the player of Antares) declares that if he can win this task, the sergeant is engaged in his story long enough for Harry to get past. If he is able to get a bump, Harry can get in and out without being seen. If Antares fails, however, the sergeant sees through the ruse and maintains his vigilance, noticing Harry before he can get to the jailer’s office.

Players should be encouraged to develop their entire stake scenario. If they have a good and creative set of circumstances the Master should make every effort to accommodate them. If the player does not have a full idea, or if the Master believes the proposed scenario is inappropriate, he should make a counter declaration to the player. The player should not draw until they know the stakes for all likely possibilities. Once the dice are cast, the action is taking place. There is no way to cancel the action, though if another player (or NPC!) wishes to attempt to interrupt, an opposed Reflexes check may be attempted, as described in the initiative section.

Social Directives

When a character succeeds with a social skill, he accumulates effect which is used to enforce their stake scenario. These effects are called Social Directives. Each level of a social directive is a penalty of 1 for any action which contradicts the stakes. This includes any action, not just social ones.

Example

Not all social directives are created equal. It might be simple to convince your significant other to accompany you on a jaunt (1 level), but your most hated rival would take significantly more convincing to join you (4+). The Master will make it clear before any test is made exactly how difficult the situation is. Achieving the necessary effect levels acts like fear and compulsion, below.

Remember that individuals have free will. Just because you want to convince someone of something, they are not required to listen (unless you have an appropriate talent, of course). Targets can choose to walk away when they have an action, or also to attempt to regroup (see fear and compulsion).

Social Victory

Some types of social interactions (Master discretion) can result in a victory condition. This should be outlined in the stake scenario, either by the player or Master. In a social victory, the directive stops being a penalty to contradictory actions, and instead becomes concrete. A character must instead pay a chip to resist acting as directed by the victory condition.

Generally, to achieve a social victory half or more of the necessary effect levels must be achieved in a single task. This is possible even if not all of the given effect is needed toward the victory.

Hrulfgarr finds himself engaged in a discussion with a gang of local toughs at a gambling den on Opiuchi III. He has won their credits fair and square in a game of cards, but they are refusing to pay as agreed. The Master has set a victory level of 3, and he has already achieved two levels of success toward that aim. On his next action, he nonchalantly growls that their three skulls will not be the first three he has cracked, and likely won't be the last either, but given how cold this rock is, he is reminded of home and might find himself enjoying these more than average. He draws a card and finds a success and bump toward his goal. He was already 2 out of 3 levels toward success, but by achieving 2 (more than 50% of 3), he achieves instant victory. All three disgruntled miners look at one another and drop their credits to the table. Hrulfgarr smiles and says to himself, "Don't mind if I do!" as he scoops up his loot.

How is victory distinct from a directive? When it comes to NPCs, unless they are Villains or Masterminds, they capitulate instantly. Higher quality adversaries, such as the aforementioned story enemies, may resist just as a Crew member, by paying a chip. In this case, however, the chip does not come from their pool, instead, the character which caused the victory instead gains a chip draw for himself.

Fear and Compulsion

The universe is vast. It is also almost completely alien to everyone who lives there. No matter how much you have travelled, you have still experienced an infinitesimal amount of what is there, and even in that most miniscule sliver, some things are so terrifying that even the most hardened traveler is little more than a jellyfish in it's wake. Fear is how we model this. Fear is not common in every game, but we suggest it should be on the table nonetheless.

In Future Imperfect, fear is a passive psychological attack, meaning it does not take an action for the fear causing entity, though in some cases that entity may act in such a way as to magnify the effects with one of their actions. The severity of the fear will be annotated in the same nomenclature as a trait or skill. When a character becomes subject to fear, immediately stop the action and check for effects. This means a character can begin suffering fear effects before they take their action, possibly even losing it.

To determine the fear effect, use the base fear value like a skill or trait, and defend with the character's Nerve trait. The effect level is compared to the Willpower trait of the defending character, and deal one shock for each full multiple of the willpower, with the remainder applied as stress. Astute readers will note this is exactly the same as damage in physical combat.

One way that it is different is that when a single fear causing effect attacks multiple characters it is resolved only a single time: one card, same effects, applied to all. This means that a character with a higher nerve may ignore an effect that paralyzes someone else, or one with better psychological resilience could take a reduced amount of shock.

Ismail and Allison have found themselves in a tight situation on this asteroid. Renfro is sure that beyond the closed doors ahead lie the ForeRunner artifacts they seek, but none of their sensory equipment can tell them anything else about what lies within. They approach the door, and Ismail throws it open while Allison flanks her and Renfro takes cover behind her, peeking his head sheepishly around her waist.

What they see leaves them all slack jawed. Three klackon warriors stand in a triangle formation facing them. As soon as the group hears the unnerving click-clacking of their claws, the Master indicates a fear attack is on the way. Klackons cause fear at 3d8, and Ismail has a Nerve of 5, Allison 4, and Renfro 3. The Master draws and consults the card (9), and finds a 4 in 3d8. Ismail is unaffected, but Allison and Renfro will take shock.

Any character who resists a fear effect is immune to an effect of the same level, from the same source, for the duration of this scene. A character who has recovered from a fear effect (see below) is not immune, and must retest if faced with the same situation again.

Shock

Shock is a social directive derived from fear. Like wounds, shock can have a significant effect on actions the character wishes to perform. Unlike wounds, some actions are immune to this penalty. If a squad of klackon warriors is bearing down on you, jumping a chasm while running full tilt away is not negatively impacted...this is exactly what the fear is causing the character to do!

As soon as shock is dealt the Master will inform the player how the fear manifests. The Master should endeavor to keep it as general as possible, so the player maintains as much freedom as is reasonable. The Master has the final say on which actions will take penalties from shock, and should tell the player before any action is attempted. Some examples of good fear directives: Do not approach X, run away from Y, hold on for your life.

Each shock level is worth -1 to all actions that are not caused by the fear. Note that any character may only be affected by a single "fear directive" at any one time. If a character who is suffering from shock suffers another shock, the levels are added together (like wounds), but the Master will indicate if the fear directive changes. Generally, the one that did the most effect will persist.

The Master tells the Crew that Allison and Renfro have the fear directive of "stay away from those klackons". He then consults the 3d8 and finds 17, Allison has a Willpower of 7, while Renfro is 6. Both take 2 shock, but Allison only takes 3 stress while Renfro takes 5. Each will suffer a penalty of 2 on any action that brings them closer to those klackons, or otherwise engages them, at the Master's discretion.

Game designers note: Most players understand and accept consequences in physical combat. The enemy rolls, they are hit by a specified weapon, the damage is applied: Simple, and without argument. Social combat is another thing entirely. Specify the stakes, such as NPC wants to know where some Hero is hiding. A player may respond, I would not tell them under any circumstances! Yet, a skilled and savvy talker might get the information anyway by paying attention and asking the right questions. They might know when the Hero lies, they could note body language and deduce the truth, there are many possible ways an NPC (or Hero!) could gain information even without cooperation. The stakes are the stakes, and this is not equivalent to losing control of the character, any more than taking damage from a gunshot is. I refuse to take the damage from this blast under any circumstances! Sounds silly, doesn’t it?

The same goes for fear or compulsion. Fire is scary, we know this. Depending on the scope of the game, that might not matter. Players might be free to declare they run into the burning building to look for some dropped item. In a grittier game, a GM might want to use fear rules. A giant monster shows up, here is the fear attack.

Often, social consequences, fears and compulsions could be better handled with the carrot than the stick. Instead of deciding that the mastermind NPC has convinced a Hero to reveal vital information, invoke a sliding scale cost based on the NPC skill task that the player must pay to resist. Pay a chip for each success or reveal the information, your choice. Allow the player freedom to determine his reaction, but no matter what, if the cost is not paid the NPC learns the info (somehow). In other words, the Hero might remain completely silent, but some movement, some tic, some inconsequential movement gave away the vital info.

Some players strongly rebel against what they perceive as losing control of their character, even though functionally it is no different than taking damage from a physical attack. Some players enjoy roleplaying the negative consequences. The best solution is to know your players, and use the method that will work the best for your crew. Give the players the game they want!

Psychological Healing

Recovering from shock is generally simple. Since the shock only affects characters when they act counter to the fear inducing effect, no character is ever forced to suffer a penalty. However, shock itself does heal, and characters may steel their resolve and face that which has previously terrified them. Healing can be accomplished in multiple ways.

Remove the Catalyst

If the source of a fear directive is removed, a klackon warrior could be killed or a character could flee from a burning building, the character removes one shock every round right before resolving their first action. Note that a character who, for some reason, has no cards to play will not recover that round.

In the case of an escape, such as the burning building above, if the character is again subjected to the same effect they must test again, and if they still have remaining shock add the new level to the old. The fear directive will likely be unchanged, but this is Master discretion.

Regroup

A character may take a regroup action if they are (Master's discretion) safe from the fear. For instance, a character who has fled from a burning building, and is sufficiently far from the flames may be considered safe, and could take a regroup action. Regroup actions may also be performed by allies to assist in recovery.

To perform a regroup action, resolve a Bravery test. The effect will be shifted down one row per bump. Recover one shock per 5 points of effect, and one stress for each point of remainder. When performing a regroup action on a colleague, use Leadership instead.