Catalog / Skill Actions / Make an Impression
Make an Impression
Skill Actions · Diplomacy
- 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.