Diplomacy

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Income Skill, Social Skill
The Skill of using diplomacy, and the art of negotiation and treaty. The character knows how to navigate the courts and how to negotiate with others in a way which offends as few as possible.

Peace Treaty
The character attempts to prepare a treaty with a group. This is normally a contract between the group the character represents and the either a Nation or an Order or some other recognized group. The character makes a Results Roll using Social + Diplomacy. This takes a number of hours equal to the Difficulty to have the treaty prepared and agreed to. If successful, the character has a Treaty with a Potency Trait.

A Treaty is considered Equipment and as such grants the character an equipment bonus when used as part of a Social roll if the Treaty would have any influence. Alternatively, the character may use the Treaty to augment a Social Roll against a member of the group the character has the Treaty with. For each point of Potency permanently sacrificed, the character gains one Additional Success on the Social Roll. Once the Treaty has run out of Potency, it can no longer be used in this manner and is considered invalid.

Diplomatic Immunity!
A character in possession of a Treaty may use it to declare ‘diplomatic immunity’ when accused of a crime. The character must have a Treaty with the Nation they are in or with the Order performing the accusation. The character makes a roll using their Social + Diplomacy as an Passive Roll and expends the complete Potency of the Treaty, gaining the Automatic Successes from it. Those targeted reduce the Successes by their Resolve. If there are any Successes remaining, they are pressured to oblige by the Treaty and escort the character back to their Embassy or off of Order grounds. A character who wishes to resist can expend 1 Essence to increase their Resolve by their Integrity Skill to resist the effects. A character who is under the influence of the Treaty can still act against the character, but must spend 1 Essence with each Action unless the character attacks them. The character may not legally leave the Embassy or re-enter Order grounds until a new Treaty is made.

Political Sabotage
The character attempts to turn a Nation or Order against another Nation or Order. This can be done as a form of ‘negative Treaty’ owned by the character’s group or to weaken a Treaty possessed by someone else. The character makes a Results Roll using Social + Diplomacy. This takes a number of hours equal to the Difficulty to have the documentation prepared and agreed to. If successful, the character has a choice: They may either weaken the Potency of a Treaty they are aware of (and potentially annulling it completely) or they can create a Treaty which they may use specifically to counter activities by the character’s chosen opponent in relation to the Nation or Order chosen. (Example: A Treaty stating that Tarantis will not ally with Drachen allows the character to inflict penalties on Drachen when a diplomat of Drachen attempts to work with Tarantis). Such a Treaty has a Potency Trait.

The Treaty is considered Equipment and as such grants the character an equipment bonus when used as part of a Social roll if the Treaty would have any influence. Alternatively, the character may use the Treaty to penalize a Social Roll by the target of the Treaty when they are rolling against the Nation or Order the Treaty is with. For each point of Potency permanently sacrificed, the target loses one Success on their Social Roll. Once the Treaty has run out of Potency, it can no longer be used in this manner and is considered invalid.

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