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COWBOYS & VIKINGSCompendium of the Wild Wastes

Catalog / Skill Actions / Make an Impression

Make an Impression

Skill Actions · Diplomacy

Skill Diplomacy
Cost 1 AP
  • Auditory
  • Concentrate
  • Linguistic
  • Mental
  • Trained

After at least 1 minute of conversation full of charm, flattery and goodwill, you try to leave someone well disposed toward you for a while. At the end of the conversation, roll Diplomacy against one target's Charisma save, adjusted for whatever circumstances the GM sees fit. A good (or, on a critical failure, bad) impression lasts only for the current social interaction unless the GM decides otherwise. Attitudes: Helpful (willing to help you), Friendly (likes you but won't necessarily stick their neck out), Indifferent (doesn't care either way; most NPCs start here), Unfriendly (dislikes you), Hostile (works against you and might attack). Attitudes can be shifted for a while by Making an Impression, or permanently by raising a creature's Demeanor toward you. These skills never change a player character's attitude; players decide how their characters respond.

Critical Success: The target's attitude toward you improves by two steps, and its Demeanor toward you rises by 1.

Success: The target's attitude toward you improves by one step.

Critical Failure: The target's attitude toward you worsens by one step, and its Demeanor toward you drops by 1.

Results

Critical Success

The target's attitude toward you improves by two steps, and its Demeanor toward you rises by 1.

Success

The target's attitude toward you improves by one step.

Critical Failure

The target's attitude toward you worsens by one step, and its Demeanor toward you drops by 1.