Presence Skills

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Presence

Animal Handler
Even in a technologically advanced society, domesticated animals may still have their place as pets, work animals or beasts of burden. Getting animals to follow your commands requires time, patience and the animal handler attribute. Skill checks are opposed rolls versus the animal’s Presence. Teaching an animal a new trick usually takes 4-5 days.

Bluff
This is the art of telling tales, spinning lies or getting someone to look out for the Klackon right behind them so you can get in a cheap shot. Bluffing is a test of wills versus an opponent’s scrutinize skill. The more raises you get, the more your opponent falls for it.

Gambling
If you’re playing against the house, gambling (also known as “losing”) is a matter of math and memory or sheer, blind luck. When playing against other beings, gambling involves knowing how to hide your tells, read those of the other players and knowing when and how to bet to maximize wins and minimize losses. There are nearly as many games out there to bet on as there are people to play them. For purposes of game mechanics, characters should decide on stakes. Each player participating makes a gambling skill roll. The lowest roll pays the highest, the second lowest pays the second highest and so on. If there is an odd player in the middle, he breaks even. The stakes determine the payout. The difference between the high/low rolls multiplied by the stakes are what the loser must pay the winner. Each roll of this type might cover a considerable amount of gambling, perhaps an hour spent at a table. If a character wants to try and amass a fortune running a table, he may be able to make several gambling rolls in one night.

Intimidate
The threat of harm can be subtle or blatant, it can be backed up by authority, resources or strength. Convincing your opponent that you can back your words up is all part of intimidation: getting someone else to do something…or else. An intimidation attack is an opposed roll against an opponent’s guts attribute. If the attacker wins, the loser is usually compelled to obey under threat of harm. If forced to fight, the loser is shaken and fights at -2 to all actions for a number or rounds equal to how many points they lost their guts roll. Each raise for the intimidate roll increases the penalty by another -1. With a good intimidation roll, discretion may be the better part of valor.

Leadership
Besides using leadership to control NPC crew, this attribute has two specific uses: In a combat situation, a leadership roll can keep people from being surprised. Whenever a friendly crewmember fails a surprise roll, you can attempt to make the roll for him as long as your character is not surprised as well. This counts as an action for your character. Every success and raise you get on your leadership check allows the leader to affect one other individual. In addition, you can use your leadership attribute to actually trade action cards between friendly characters during combat. When it’s your turn to take an action, make a Fair (5) leadership roll. For every success and raise you get, you can help any two players (possibly even including yourself) trade a single action card in their hands. In each trade, both players must agree to make the trade, first.

Merchant
This is the ability to buy low and sell high. The knack of getting people to sell what they might be reluctant to part with, or purchase that which they may not need. If you’re going to be running cargo or offloading bounty, it will pay dividends to be a skilled merchant, or have one on the payroll.

Perform (Acting, Singing)
On a long trip in FTL, there is no communication with the real universe. Many a group of midshipmen have gotten together and treated the æthir with some slow jazz or a reading of Shakespeare’s sonnets just to pass the time and entertain their fellows. On frontier worlds, entertainment may be a premium, and live performances can be a viable way to gain fame or simply earn some credits. A good performance against a fair (5) TN can net the character 2d6 credits, plus 1d6 per raise. The wealth of the crowd or the venue may apply a multiplier; throwing your hat on the sidewalk and playing on the street may earn you peanuts but stepping up to the piano in a swanky lounge that serves 15-credit cocktails will likely earn you quite a bit more.

Persuasion
Persuasion is the friendlier, more genteel version of intimidation. Both are means of getting people to do what you would like, but with vastly different approaches. Each method will also leave a much different impression on the other party, as well! Talking someone into providing aid or information in times of need may be as vital as skill with a blaster. Persuasion attempts are opposed rolls versus the target’s scrutinize attribute.

Streetwise
No matter where you go, the streets have their own rhythm, and you can dance to that beat. You know how to work the streets to get information from the less reputable elements. While some level of area knowledge is helpful, it is not necessary; asking a few questions of the right people in the wrong part of town will tell you all you need to get the ball rolling. This attribute is generally used to get illicit goods, services or information. The difficulty generally depends on the prize and what hoops you have jumped through to secure it. The law level or local government model might also play a part; streetwise checks will likely be easier on a world whose government is classified as “Anarchy” as opposed to a “Religious Dictatorship.”