====== SALVAGE SPACE: SOCIAL CONFLICT ====== Adventurers may: * Make a [[#Persuasion|persuasive]] or [[#Deception|deceptive]] statement or claim during a discussion, debate, or argument. * [[Command]] others. * Try a "pickup line" or topic in a [[Romance]] or [[Seduction]] encounter. * Make a threat in an attempt to [[Intimidation|intimidate]] or [[Terror|terrorize]] someone. ===== Reactions ===== Special Effect (SFX) abilities may grant Adventurers or their Opponents to detect the veracity of claims, or the intent of a statement or action as either persuasion, manipulation, or deception. Detecting an attempted manipulation or intentional deception typically leads to negative reactions. ===== Reserves ===== Social conflict primarily erodes the Will to continue the discussion, debate, or argument, as well as resist manipulative situations such as seduction or intimidation. When the Will Reserve depletes, sustaining resistance becomes progressively harder until the Adventurer or their Opponent concedes the point. ===== Persuasion ===== Using truth and charm to persuade your audience. ☐ **Persuasion Example** \\ Marline, an Adventurer, attempts to persuade Deeana, a bartender, to share information about a recent event. Deanna does not feel particularly talkative after a long shift. Marline attempts to persuade her, making a **Charisma**/**Persuasion** check with a **2d6-2d6** roll to get a **Degree of Success** of +2. The Guide modifies an **Awareness**/**Sense Motive** check with a **2d6-2d6** roll for Deeana's reaction. Deanna's **Degree of Success** is -3 which is 5 points lower than Marline's persuasion attempt. Marline's successful opening persuasive request lowers Deanna's **Will Reserve** by 5 points, slightly convincing her toward sharing the story. Back and forth the verbal exchange goes, until one side concedes or run out of **Will Reserve** to keep negotiating. Already depleted after a long shift, Deanna's **Will Reserves** quickly run out. Sensing Marline has at least an honest intent or interest, Deanna sighs in resignation and begins sharing the story Marline asked for. ===== Deception ===== Using deception and calculation to mislead your audience. ☐ **Deception Example** \\ Detective Wyatt questions Nicky, a smuggler, about the source of illegal weapons captured during a warehouse raid. Detective Wyatt attempts to trick Nicky into giving up what he knows with a **Charisma**/**Deception** check and **2d6-2d6** roll resulting in a **Degree of Success** of +1. The Detective hopes telling Nicky that the others captured in the raid have already started cooperating will loosen Nicky's tongue. Unfortunately for the Detective, Nicky's long history of smuggling aids his **Awareness**/**Streetwise** check and with the **2d6-2d6** roll results in **Degree of Success** of +4. Nicky easily figures out the Detective's bluff, and smirkingly replies that Wyatt's "got nothing." Detective Wyatt's **Will Reserve** to press the investigation suffers a 3 point drop for his failed ploy. The interrogation continues on back and forth until Wyatt or Nicky concede. ▲ [[:Chronology:]] ~~DISCUSSION~~