GAMEMASTER CHARACTERSDuring their adventures in Earthdawn, player characters will meet a myriad of characters controlled, not by other players, but by the gamemaster. These characters are called gamemaster characters.The good-natured sheriff from your characters home town, the greedy dwarf merchant who regularly outfits your group, the tskrang tavern owner who keeps your characters favorite ale in stock, and the insane Elementalist who considers your character her nemesisthese are all examples of gamemaster characters. They flesh out the game world, adding variety to your adventures and setting evil villains against the player characters.
SOCIAL INTERACTIONSThis section provides rules on how player characters interact with gamemaster characters to accomplish ordinary tasks in the course of questing for a goalin other words, those times a player character is not casting a spell or swinging a weapon. These social interactions are grouped into three general categories: roleplaying, making Interaction Tests, and using talents. All social interactions with gamemaster characters are based on the characters attitudes toward the player characters. Their attitudes determine how difficult or easy it is for your character to influence a gamemaster character or otherwise achieve a goal requiring cooperation.
AttitudesLike all characters, gamemaster characters have their own personalities. Each has a unique way of viewing the world and your character. The gamemaster may give each of his characters a detailed personality, or he may decide to accomplish the same ends using a kind of shorthand referred to as the characters Attitude. This attitude represents the gamemaster characters basic point of view about other characters and affects every type of interaction other than combat.A gamemaster may assign one of seven basic attitudes to his characters: Awestruck, Loyal, Friendly, Neutral, Unfriendly, Hostile, and Enemy. Gamemaster characters, like most people, hold different attitudes toward different people. Your character need only be concerned with a gamemaster characters attitude toward him. A servant who is Loyal to the king, for example, might be Hostile to you. Player characters should not judge gamemaster characters attitudes toward themselves by their attitudes toward other player or gamemaster characters. When a gamemaster character is Awestruck by your character, he thinks your character is the most wonderful person in the world. He may worship your character as a hero or fall head over heels in love with your character. An Awestruck character willingly makes great sacrifices to please the object of his worship, and will take great risks, giving little or no thought to the consequences of his actions. He will even sacrifice his own life to save the life of your character. A gamemaster character who is Loyal to your character firmly believes in your characters worth. A Loyal character might look up to you or devote himself to a cause you serve; harbor a strong, quiet love for your character; be a close friend or serve faithfully as a long-time employee. A Loyal character looks out for your characters best interests and expects to have his loyalty returned, but waits patiently even if this doesnt happen immediately. A Loyal gamemaster character will take great risks for your character as long as he considers your characters actions and behavior worthy of his loyalty, and he will betray your character only under extreme duress. A Friendly gamemaster character enjoys your characters companionship and values your character as a person. The Friendly attitude encompasses friendships formed through time, the relationships of employers and respected employees, and the solidarity of characters who share a common bond, such as a group of tskrang meeting in an all-dwarf area of Throal. Friendly characters expect a mutually beneficial relationship over the short term as well as the long term. A Friendly gamemaster character readily does small favors as long as those favors are returned. Your character may convince a Friendly character to take considerable risks for him, but only rarely and with much difficulty. A Neutral gamemaster character takes a live-and-let-live attitude toward your character. He will not go out of his way to accommodate your character, but usually takes action if he sees someone violate anothers right to live and let live. Neutral characters include neighbors, merchantspeople who know your character but consider him no more than an acquaintance. A Neutral character might help a player character to fight an immediate, obvious injustice such as a mugging from a gang of thugs. He might not intervene, however, if he thinks your character started the fight. A Neutral character is more dispassionate than indifferent. If he sees values that he holds dear being trampled, he will involve himself in other peoples affairs, but he will not go out of his way to make life better for others. Neutral characters can be convinced to do small favors for your character, but they will not take significant risks without the promise of equally significant rewards. An Unfriendly character, on the other hand, is out for himself. He holds a live-and-let-die attitude toward your character. A greedy merchant, suspicious authorities, or a gamemaster character who supports a cause your character opposes would all be Unfriendly. An Unfriendly character will take advantage of your character but without openly harming him, and will gladly deceive him. He may often act politely and feign friendliness to gain your characters trust. An Unfriendly character cannot be persuaded to do even a small favor for your character, unless he clearly gains from doing so. Convincing an Unfriendly character to take risks for your character will prove extremely difficult, and he will weasel out of any commitment at the first opportunity. A Hostile character also is out for himself, and will not hesitate to harm your character if doing so will better his station in life. Hostile characters include thieves and other criminals and most creatures. As with Unfriendly characters, Hostile characters may pretend friendliness to gain your characters trust in order to take advantage of him or her. However, most wont even bother with that pretense, openly and immediately attacking any character they judge incapable of defending himself. Your character will find it almost impossible to convince a Hostile character to take any positive action on his behalf, and convincing one to take significant risks is out of the question. An Enemy character harbors a personal vendetta against your character. The enemy may try to fake friendliness, but usually the best he can manage is a chilly politeness. An Enemy character takes great delight in contemplating and planning ways of harming your character and cannot be convinced to do your character any favors. An Enemy will mock any attempts at persuading him to take risks for your character.
Better and Worse AttitudesAwestruck is the most favorable attitude a gamemaster character can have toward your character. Enemy is the least favorable. An attitude is better if it lies closer to Awestruck than the characters current attitude. An attitude is worse if it lies closer to Enemy. Thus, when the rules specify an attitude of Unfriendly or better, this includes the Unfriendly, Neutral, Friendly, Loyal and Awestruck attitudes. An attitude of Neutral or worse includes Neutral, Unfriendly, Hostile and Enemy. An attitude that improves from Neutral to Friendly has improved by 1 degree. Some interactions, such as Favors, work only within a limited range of character attitudes, as explained below.
ROLEPLAYINGRoleplaying is perhaps the best way to resolve interactions with gamemaster characters. Players speak for their character and describe his or her actions and reactions to the gamemaster characters. The gamemaster does the same for the gamemaster characters. The players and the gamemaster continue in this manner until they resolve the scene or reach an impasse. If you roleplay your way through the scene, congratulationsyour character has succeeded at continuing his or her adventure through wit rather than dice rolls. If you reach an impasse, you can try another avenue.When roleplaying an interaction, imagine yourself in the scene. What are your surroundings? Who are the gamemaster characters you are dealing with? What do they want, and can you give it to them and still get what you want? Draw on books and movies for inspirationclever lines have saved the hides of many fictional heroes. And be daringeven the failure of a bold plan is more fun than a successful, but timid ploy.
Charlie is playing an elven Archer named Delthrien, and Sam is playing a dwarf Sky Raider named Grolk. The two characters wish to speak to a legendary thief, Garlthik One-Eye, and have approached the entrance to Garlthiks stronghold in Kratas. Garlthik is not expecting them, and so the ten ork guards stationed at the gate have no instructions to allow them to pass. The two characters have a pendant that once belonged to Garlthik, however, and hope it will help them persuade the guards to let them pass. The players gained entry into Garlthiks Hold strictly by roleplaying. The players and the gamemaster created the scene by imagining the encounter from the viewpoints of their characters. Charlies and Sams characters wanted to see Garlthik. They might have been powerful enough to simply barge in, but killing the ork guards would almost certainly have angered Garlthik, making him very dangerous and difficult to deal with. The gamemaster characters were concerned about angering their employer. By presenting the pendant, Delthrien demonstrated that Garlthik might have a reason to see them. The enchantment story was plausible, and the dwarf was acting more than a little strange. Though the orks would not simply allow the player characters to enter the hold, they were willing to check with a higher authority, rather than risk dying in a battle that Garlthik may not have wanted them to fight in the first place. In the end, both groups got what they wanted, at least in the short run. This is the key to most roleplaying solutions: both sides have to gain something from an exchange. A player should try to figure out what a gamemaster character wants out of a situation, and manipulate the circumstances so that he can provide that and achieve his own goal at the same time. Roleplay interactions between player and gamemaster characters whenever possible, because this frees characters from the random roll of the dice and involves the players in the game at the same time.
INTERACTION TESTSEven the most imaginative roleplaying sometimes ends in an impasse between player characters and gamemaster characters. To resolve such an impasse, a player character can use his Charisma step to make an Interaction Test. Five basic types of Interaction Tests can be resolved using a characters Charisma step: Deceit, Insight, Intimidation, Making an Impression, and Favors. Most social interactions any characters would need to make fall somewhere into these five categories. If your character has a talent appropriate to an interaction situation, he can use his talent step to make the Interaction Test (see Using Talents). To resolve interactions, make an InteractionTest for your character against the target characters Social Defense.The outcome of an Interaction Test is most often expressed as the success level of a characters Interaction Test, or how well your character succeeded at an action. The five success levels are Poor, Average, Good, Excellent and Extraordinary. For example, an Interaction Test result equal to or greater than the targets Social Defense yields an Average success level or better. To achieve an Excellent success level, the result must equal roughly twice the targets Social Defense Rating. See Using Success Levels in this section. To find the minimum required success levels for each of the five types of Interaction Tests, see the Interaction Success Table.
DeceitYour character can attempt to convince another character of something that isnt true. This type of interaction is called Deceit. Deceit covers everything from a white lie to the darkest moment of betrayal. Some types of deceit are easier to accomplish than others. In order to deceive another character, your character must speak to the character he is trying to deceive.An Exaggeration is a stretching of the truth, perhaps changing details of a story to make it more impressive in some way. Telling your superior that you were ambushed by a dozen orks rather than by the five who actually jumped you would be an Exaggeration. Claiming that the orks were armed with fire swords, or misstating the size of a creature that got awaywhether claiming it was larger or smaller than its actual sizewould also be Exaggerations. To make an Exaggeration, a character makes a Charisma Test against the target characters Social Defense. An Average success level or better means the target believed the Exaggeration. A Half-Truth reveals a sizable portion of the truth while withholding at least one vital piece of information. A character telling a Half-Truth speaks the truth, but in such as way as to mislead the listener. Telling someone you found more than 800 pieces of gold when you actually found closer to 3,000 pieces would be a Half-Truth. Or telling authorities you saw nothing at the scene of a crime, when you heard the cries of the victim, would also be a Half-Truth. To tell a Half-Truth, a character makes a Charisma Test against the target characters Social Defense. An Average success level or better means the target believed the Half-Truth. A Fabrication is a lie cut from whole cloth. The story, or important parts of the story, have no basis in truth. Lies that contradict actual events are Fabrications. Reporting to your superior that no ambush attempt took place, even after dispatching the five orks who jumped you, would be a Fabrication. Saying you have no treasure map when you actually do, or making up stories about a lost city would also count as Fabrications. To tell a Fabrication, a character makes a Charisma Test against the target characters Social Defense. An Average success level causes the target to suspect the truth of the characters Fabrication. A Good success level or better means the target believes the Fabrication to be true. A Deceived character remains so until presented with facts or evidence that contradict the deception, which immediately ends the deception.
InsightYour character can attempt to determine the intentions of another character through a type of interaction called Insight. Insight gives a character information on what another character is trying to accomplish in an interaction. Your character can also use Insight to judge another characters surface emotions or state of mind. Insight can allow your character to detect such emotions as anger, love, fear, lust, hunger, tranquillity, and nervousness. To use Insight, a character makes a Charisma Test against the target characters Social Defense. An Average success level or better means the character successfully read the targets feelings.Insight also allows your character to determine whether or not an opponent is trying to Deceive your character. To use Insight in this way, your character must observe the opposing character as he speaks. If your character cannot see the speaking character, he cannot use Insight to detect deception. To detect a deception, make a Charisma Test against the speaking characters Social Defense. A Good success level means your character detected the deception. If the opposing characters features are obscured by a mask or helmet, an Excellent success level is needed to use Insight to detect a deception.
IntimidationPlayer characters can also try to influence an interaction with another character by Intimidation. Generally, your character may only attempt Intimidation if the target character understands your characters speech. The gamemaster may allow non-verbal Intimidation in some cases.Intimidation often creates resentment in the target character. A successful use of Intimidation against a target character makes all subsequent Favor attempts aimed at that same character more difficult (see the Favors section below). Intimidation works best against characters who have a reason to fear your character and who hold Unfriendly or worse attitudes toward your character. To use Intimidation, make an Interaction Test against the target characters Social Defense. The success level determines the result of using Intimidation. Your character can use intimidation to order a character to refrain from performing an action, or do nothing, or to perform an action. Examples of the first include orders such as dont touch that, stop dead in your tracks, or leave her alone. An Average success level or better on the Interaction Test is needed to make a target character stop an action. The effect of such Intimidation lasts for only one round. An Extraordinary success on the Interaction Test convinces the target character to refrain from a forbidden action as long as the intimidator is within sight. Your character CANNOT use Intimidation to make a target character stop an action he performs simply by existing. You cannot, for example, order a character to stop breathing. Intimidation can also be used to force a character into taking an action, but the target character will not take an action he or she believes is more dangerous than resisting the Intimidation. A Good success level or better on the Interaction Test will convince the target character to spill secrets, walk ahead in a corridor, or cast a spell. An intimidated character stops performing the requested action as soon as he is out of the intimidators sight.
Making An ImpressionSometimes player characters want to make an impression on gamemaster characters immediately upon meeting them. Player characters cannot make impressions on anyone they choose to, however. For example, your character cannot impress characters who are already Awestruck, Loyal, or Enemies of your character.When your character first meets another character, you must declare your intention to Make An Impression on the target character. To make an impression, make an Interaction Test against the target characters Social Defense. A Poor success worsens the characters attitude by 1 degreefor example, an Unfriendly character becomes Hostile. An Average success or better improves the characters attitude by 1 degree; an Unfriendly character becomes Neutral, or a Neutral character becomes Friendly. The effects of making an impression last for 1 day. Each time your character interacts with the impressed character in a Neutral, Unfriendly, or Hostile manner (determined by the gamemaster), the favorable impression may wear off. In this case, the impressed character makes a Willpower Test against your characters Social Defense. If the success level of the Willpower Test is equal to or greater than the success level of your Interaction Test, the impression fades. Any openly hostile act your character commits against the impressed character immediately erases the impression.
Delthrien Makes An Impression on an Unfriendly troll bruiser in a tavern. He gets a Good success on his Interaction Test, and the troll takes a Neutral attitude toward him. In an effort to trick the troll into an ambush, the elven Archer tries to talk him into going to another tavern. The troll makes a Willpower Test against Delthriens Social Defense and gets a Good success. Because his success level matched Delthriens, the trolls attitude reverts to Unfriendly.
FavorsYour character may to try to convince another character to take an action through logical argument, flattery, appeals to friendship, or buttering up the target character in other ways. As long as the target character understands your characters speech, your character may try to persuade him to do a favor for your character. In some cases the gamemaster may allow non-verbal attempts at such persuasion.The target characters attitude can alter the success level required to persuade him to do a favor. This type of persuasion works best on characters who harbor a Neutral attitude or better toward your character. A character whose attitude is Unfriendly or worse can be persuaded to perform a favor only if he believes that doing so will benefit him. See Making Favor Tests for details. Favors are grants of time, money, or resources that benefit your character, or actions performed on behalf of your character. The success level needed to gain favors depends on the attitude of the gamemaster character from whom you request the favor. Consult the Favor Success Table, below, for the success levels required. Your character can request small favors and large favors from other characters. Small favors include such things as holding a characters place in line, buying a round of drinks, or bringing water to a characters cell. As a rule of thumb, small favors cannot endanger a character or require more than 15 minutes of extra effort from him (as determined by the gamemaster). Small favors cannot cost a character more than 5 silver pieces, a few hours earnings, or 1 percent of his cash on hand, whichever amount is largest. Characters holding Neutral or better attitudes toward your character can be persuaded to do small favors. Large favors include giving loans (which your character must repay within three days), delivering a package across town into a questionable neighborhood, giving your character a place to stay for a few days, untying your character, and so on. As a rule of thumb, large favors cannot cost a character more than a days earnings or 3 percent of his total cash savings. Loans provided as large favors cannot exceed a characters weekly earnings or 15 percent of his total savings. A large favor cannot require more than 8 hours of extra effort from a character, though it can pose physical, mental, or emotional risks. Keep in mind that only characters Loyal or Awestruck toward your character will agree to obviously dangerous favors. Your character can persuade characters with attitudes toward him of Friendly or better to do large or small favors over an extended period. For example, the tavern owner who always has your favorite ale on tap is doing you a small favor over time. Friendly characters may let small favors go unreturned, but expect large favors to be repaid in kind. They expect your character to repay borrowed funds and items promptly, and will not extend more than one large favor until your character has done them a large favor in return. Characters holding Loyal and Awestruck attitudes toward your character are more lenient in their accounting and will extend your character credit for two or even three large favors. They still expect favors in return, but will wait several months for repayment. Hostile or Enemy characters will do your character no favors unless prompted by their own ulterior motives.
Making Favor TestsExcept at the gamemasters discretion, your character can request only one favor per day from a gamemaster character. To request a favor, the player character makes a Favor Test using his Charisma step against the gamemaster characters Social Defense. The gamemaster characters attitude toward your character determines the success level required for a successful test, as shown in the Favor Success Table below. If the test fails, your character cannot repeat the request or ask that character for another favor for 24 hours.
Increasing the Likelihood of FavorsYour character can increase the likelihood of getting favors from a gamemaster character by sweetening the deal: that is, adjusting your request for the favor or offering something in return. For example, you may offer to perform a small favor in exchange for a small favor, or a large favor for a large favor. If he accepts this deal, the gamemaster character must perform his favor first. Your character may make 2 consecutive Interaction Tests to persuade the gamemaster character to perform the favor.Alternatively, you may propose the same favor for favor exchange, but have your character offer to perform a favor first. For the purposes of the Interaction Test in this instance, the gamemaster characters attitude toward your character improves 1 degree. For example, an Unfriendly guard becomes Neutral when you try to persuade her to do you a small favor, if you do her a small favor first. As indicated above, in this case your character can make 2 consecutive Interaction Tests to try to persuade the gamemaster character. Your character may also offer to perform a large favor in return for a small favor, with the gamemaster character performing his favor first. For purposes of the Interaction Test in this case, the gamemaster characters attitude improves 2 degrees. Finally, your character may offer to perform a large favor in return for a small favor at a later date. Your character may make 2 consecutive Interaction Tests to persuade the gamemaster character, whose attitude improves 2 degrees for the purposes of the test.
USING TALENTSThe Talents section describes many talents that add steps to your characters Charisma step. Your character can use many of these talents when interacting with gamemaster characters. In such instances, the rules given in Talents supersede the interaction rules detailed in this section. Talents often provide better results than Interaction Tests, but have a limited range of applications when compared to the Interaction Test rules. For example, talents can rarely be used when requesting favors or using Intimidation to coerce a character. Because your character is focusing his magic through a talent, the pattern of the talent limits the effects your character can achieve. As a rule of thumb, the gamemaster should limit the use of talents to the applications described in the Talents section.
EARNING LEGEND POINTSYour character can earn Legend Points from interactions as well as from combat, often with less risk. As described in Building Your Legend your character earns Legend Points by completing adventure goals, defeating opponents, gathering legendary treasure, accomplishing heroic deeds, and creative roleplaying. Creative roleplaying offers your character the greatest opportunity to collect Legend Points through interaction, though social interaction can also help you earn those points by accomplishing other goals. Roleplaying interactions helps move the story along, and your character reaps the reward whenever you roleplay an interaction with particular originality or skill.Interaction can also help you complete your adventure goal, earning you more Legend Points. Along the way, you may talk your way into treasure, another source of Legend Points. Interactions with gamemaster characters also give you a chance to turn your ideas and words into heroic deeds. By giving your character more alternatives than simply swinging a sword, interaction with gamemaster characters may benefit your character in many ways. You can also defeat opponents through interaction. To gain Legend Points for defeating an opponent, your group must remove the opponent as an obstacle to the adventure. You can remove him by any method you choose; you need not whack an opponent over the head or slit his throat when persuading him to let you pass unmolested will serve just as well. For example, Delthrien and Grolk talked their way past ten ork guards in the example given earlier. The guards certainly counted as an obstacle to the adventure, which Sam and Charlie overcame by roleplaying their characters and interacting with the guards. For doing that, they got the same number of Legend Points they would have gotten for killing the ten orks. In fact, the gamemaster might give them additional Legend Points for creative roleplaying as well as for defeating opponents. See Awarding Legend Points for more information on earning Legend Points. Keep in mind, however, the gamemaster only awards Legend Points once for any opponent. If Delthrien and Grolk had to fight those same guards later in their adventure, the fight would not earn them any Legend Points because they already earned the Legend Points available for defeating the ten orks.
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