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Impress

Key Attributes

CHA

Combat Actions

None

Dramatic Conflict

Seduction

The Impress skill is used to influence characters, alone and in groups, convincing them to do things for you, or seducing them. This skill is common to politicians, playboys, celebrities, and other inherently likable or highly respected archetypes.

Player Character Immunity: The Spycraft game system assumes that all player characters are in charge of their own opinions, never gaining dispositions and never feeling their effects. Unless otherwise specified with another rule, Impress checks may target player characters, but the PCs are not compelled to respond to them — the GC should instead inform players of the ‘typical’ reaction most observers would experience based on the check’s result before allowing players to dictate their own reactions.

Sample Knowledge: Ways to invoke loyalty, confidence, and pride; behaviors that work best in trusting environments (like families, support groups, and small companies with strong, positive leaders), general information about moving speeches, art, and literature.

Influence[]

Influence

Key Attr

CHA

Type

Secret

Tags

BRBInstead of making this check, make a Bribe check to achieve the same outcome. Use Bureaucracy where relevant, or default to Streetwise., DSPThis check is influenced by the target’s disposition toward the character., LNGThis check is difficult unless the character and his target share at least one language, or the character speaks the tongue of the area in which the check is being made. If this is not the case, the character’s result cap is reduced by 20., RMTThis check may affect its targets remotely (e.g. through media, intermediaries, etc.), but when the character isn’t able to communicate directly with his target(s), he suffers a –6 penalty.

Time

Varies (10/20)

Synergy

Bureaucracy*, Cultures*, Sense Motive, Streetwise*

This skill check is used to engender loyalty in one NPC. Alternately, you may simply shower the NPC with gifts to gain favor — a form of bribery.

A quick Influence check provides a fleeting benefit. With a successful 1-minute Influence check opposing the NPC’s Resolve/Resist Impress check, his disposition toward you improves by 1 grade until the end of the current scene.

A slow Influence check provides a lasting benefit. With a successful 10-minute Influence check opposing the NPC’s Resolve/Resist Impress check, his disposition toward you improves by 1 grade until the end of the current mission.

If you fail either type of Influence check, the target’s disposition toward you remains unchanged.

This skill check may not improve any target’s disposition toward you by more than 2 grades (maximum Supportive).

You may not influence more than one NPC at a time (improving the disposition of multiple people at once requires a Performance check).

Cooperative: Yes (maximum helpers equal to your Charisma bonus, minimum 0).

Retry: Yes, but your error range increases by 2 each time. Unless otherwise stated, all Influence error ranges reset at the start of each mission.

Threat: The time required to make an impression is reduced to 1/2 standard (rounded down, minimum 30 seconds).

Critical Success: With a quick Influence check, the NPC’s disposition toward you is improved by 1 grade until the end of the current mission.

With a slow Influence check, the NPC’s disposition toward you is improved by 2 grades until the end of the current mission. Alternately, you may spend 3 action dice to forge a lasting bond with him, permanently improving his disposition toward you by 1 grade.

Error: The NPC is annoyed. Your error range with each Influence check targeting him increases by 2. This effect lasts until the end of the current scene or until you succeed with an Influence check (whichever comes first).

Critical Failure: With either Influence check, the NPC’s disposition toward you is worsened by 1 grade until the end of the current scene.

Alternately, the GC may spend 2 action dice to forge a lasting dislike of you, worsening the NPC’s disposition toward you by 1 grade until the end of the current mission. With 3 dice, this disposition shift becomes permanent.

Performance[]

Performance

Key Attr

CHA

Type

Secret

Tags

BRBInstead of making this check, make a Bribe check to achieve the same outcome. Use Bureaucracy where relevant, or default to Streetwise., CNCThe character is flat-footed. Losing this condition, or 5 or more vitality or 1 or more wounds, interrupts the check. If interrupted, resuming requires a Resolve/Concentration check., CWDThis check may target 10 or more standard NPCs as a “crowd.” See Table 2.7: Crowds., DSPThis check is influenced by the target’s disposition toward the character., LNGThis check is difficult unless the character and his target share at least one language, or the character speaks the tongue of the area in which the check is being made. If this is not the case, the character’s result cap is reduced by 20., RMTThis check may affect its targets remotely (e.g. through media, intermediaries, etc.), but when the character isn’t able to communicate directly with his target(s), he suffers a –6 penalty.

Time

Varies

Synergy

Bureaucracy*, Cultures*, Streetwise*

This skill check is used to engender loyalty in a crowd of NPCs, usually with a speech, musical performance, or another grand gesture. Alternately, you may simply shower the crowd with gifts — a form of bribery.

A quick Performance check provides a fleeting benefit. With a successful 10-minute Performance check opposing the crowd’s Resolve/Resist Impress check, its disposition toward you improves by 1 grade until the end of the current scene.

A slow Performance check provides a lasting benefit. With a successful 1-hour Performance check opposing the crowd’s Resolve/Resist Impress check, its disposition toward you improves by 1 grade until the end of the current mission.

If you fail either type of Performance check, the crowd’s disposition toward you remains unchanged.

This skill check may not improve any target’s disposition toward you by more than 2 grades (maximum Supportive).

You may not perform for more than 1 crowd at a time, though you may perform for a crowd of nearly any practical number, per the GC’s discretion.

Cooperative: Yes (maximum helpers equal to your Charisma bonus, minimum 0).

Retry: Yes, but your error range increases by 2 each time. Unless otherwise stated, all Performance error ranges reset at the start of each mission.

Threat: The time required to make an impression is reduced to 1/2 standard (rounded down, minimum 5 minutes).

Critical Success: With a quick Influence check, the crowd’s disposition toward you is improved by 1 grade until the end of the current mission.

With a slow Influence check, the crowd’s disposition toward you is improved by 2 grades until the end of the current mission. Alternately, you may spend 3 action dice to forge a lasting bond with each NPC in the crowd, permanently improving each of their dispositions toward you by 1 grade.

Error: The crowd is displeased. Your error range with each Performance check targeting it increases by 2. This effect lasts until the end of the current scene or until you succeed with a Performance check (whichever comes first).

Critical Failure: With either Performance check, the target crowd’s disposition toward you is worsened by 1 grade until the end of the current scene.

Alternately, the GC may spend 2 action dice to forge a lasting dislike for you, worsening the crowd’s disposition toward you by 1 grade until the end of the current mission. With 3 dice, this disposition shift becomes permanent for each NPC in the crowd.

Persuasion[]

Persuasion

Key Attr

CHA

Type

Active

Tags

BRBInstead of making this check, make a Bribe check to achieve the same outcome. Use Bureaucracy where relevant, or default to Streetwise., CWDThis check may target 10 or more standard NPCs as a “crowd.” See Table 2.7: Crowds., DSPThis check is influenced by the target’s disposition toward the character., LNGThis check is difficult unless the character and his target share at least one language, or the character speaks the tongue of the area in which the check is being made. If this is not the case, the character’s result cap is reduced by 20., RMTThis check may affect its targets remotely (e.g. through media, intermediaries, etc.), but when the character isn’t able to communicate directly with his target(s), he suffers a –6 penalty.

Time

Varies (10/20)

Synergy

Bureaucracy*, Cultures*, Resolve, Streetwise*

This skill check is used to convince one or more NPCs to do something. Alternately, you can simply bribe them to do it.

Persuasion involves tact, influence, social graces, and subtlety. Forcing an NPC to do something, on the other hand, is handled with an Intimidate/Coercion check.

With a successful Persuasion check opposing the target NPC’s or crowd’s Resolve/Resist Impress check, the target performs one action, or supports one of your actions. The time required to persuade the target is determined by the nature of the requested action and the number of people targeted, as shown on Table 2.31: Requesting Assistance. This table also provides check result and error range modifiers for both you and your target.

With failure, the target turns you down.

You may not persuade a target to endanger any life (including his own) — doing so requires an Intimidate/Coercion check.

2

Cooperative: Yes (maximum helpers equal to your Charisma bonus, minimum 0).

Retry: Yes, but your error range increases by 2 each time. Unless otherwise stated, all Persuasion error ranges reset at the start of each mission.


Threat: The time required to persuade the target is reduced to 1/2 standard (rounded down, minimum 1 half action).

Critical Success: The target performs up to two actions, or supports up to two of your actions.

Error: The target views you as an opportunist. Your error range with each Persuasion check targeting him or it increases by 2. This effect lasts until the end of the current scene or until you succeed with a Persuasion check (whichever comes first). Further, if the request involves a crime, the target informs the authorities if questioned.

Critical Failure: The target views you as a parasite. If the check modifier from Table 2.31 is –6 or less, you cannot attempt to persuade the target again for the remainder of the current scene; otherwise, you cannot persuade him again for the remainder of the current mission. Further, if the request involves a crime, the target informs the authorities at the first reasonable opportunity.


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