diff --git a/gm.tex b/gm.tex index 24db647c85093eade607b7394e9691f2503a7e3b..6f1666aa56a74b3fed0d7350267ea783cba50fc9 100644 --- a/gm.tex +++ b/gm.tex @@ -808,6 +808,46 @@ It also requires a single level of the Combat Skill. \paragraph{Creating a weapon mould} -- Intelligence + Crafts, TN equals 7 plus 2 for every Initiative Bonus the weapon grants. +\subsection{Empathy} + +\paragraph{Judging services} -- Wits + Empathy, \gls{tn} 9. +\footnote{See page \pageref{servicse} for more on purchasing services.} + +It's never easy knowing whom to hire. +Every time someone hires someone as part of a service, they should make a roll. + +Humans are notoriously bad at this, and are known for hiring the first person they meet in a bar. + +Failing the roll means that the \gls{pc} has hired someone useless. +Perhaps they want to work with you because they have no idea how bad they are at their job, or perhaps they simply want to rip you off by taking a guess at the best route and hoping for the best. +The Failure Margin should indicate just how bad the henchman is, so the \gls{gm} is encouraged to make the roll in secret. + +Given the stakes, people mostly try to hire others based on previous experience. +To automatically succeed and hire someone competent, a player needs only to spend a \gls{storypoint}. + +\paragraph{Requesting dangerous jobs} -- Charisma + Empathy. + +\sidebox{ + \begin{boxtable}[lc] + + Location & Base \glsentrytext{tn} \\\hline + + City & 9 \\ + + Town & 11 \\ + + Village & 14 \\ + + \end{boxtable} +} + +Thieves, brigands, and \iftoggle{aif}{illegal}{} adventurers cannot work with anyone who pitches up. +Dangerous jobs require a level of trust. +Charismatic characters who show care and understanding stand a much better chance of hiring help. + +Any attempt to hire services which put someone in danger should require a roll (see page \pageref{services}). +This includes murder, crafting poisons, selling illegal items, et c. + \subsection{Deceit} \paragraph{Intimidating someone into backing off} -- Strength + Deceit vs the target's Strength + Empathy. diff --git a/rules.tex b/rules.tex index bb9f3cad972e73c1833f9b1ae8471499f5b8f95d..b866cc6a14f1db357275b6db4cca608caba1c52d 100644 --- a/rules.tex +++ b/rules.tex @@ -700,12 +700,19 @@ $7\times2\times2 = 28$, so the character starts out with 28 \glspl{sp}. }{} \subsection{Services} +\label{services} Money can buy you more than things. In fact, for the right money in a large city, characters can buy a full entourage. Villages, however, will not admit of the same opportunities. The costs above show the starting price for a few services, plus additional fees for the details. For example, hiring a guide for an uncharted and dangerous area for 5 days would cost 800 \glspl{cp}. +Hiring someone generally requires a Wits + Empathy roll, \gls{tn} 7, to determine their capability. +Failure means that this person is useless. +Perhaps they want to work with you because they have no idea how bad they are at their job, or perhaps they simply want to rip you off. + +The Failure Margin should indicate just how bad the henchman is, so the \gls{gm} is encouraged to make the roll in secret. + \end{multicols} \section{Time \& Space}