When you attempt to influence an NPC, the dice reveal the world’s response. The GM’s job is to represent what the dice say, not influence nor constrain the results. Can it maybe look like “mind control”? Sure, sometimes. That’s part of the game.
- Declare Intent: State what you want.
- GM sets the target’s Social Armor Rating (SAR). The SAR is the target’s innate resistance to social influence (regardless of circumstance).
- Based on the particular circumstance, the GM may say your roll has Advantage or Disadvantage.
- Make a Parley Check: Roll d20 ≤ your skill score. (With Advantage/Disadvantage if the GM said so.)
- Subtract the SAR from your Effort, if successful. Example Player: “I want Lord Grist to reduce taxes” GM: “Social Armor is 10. If you fail, you’ll be thrown out with everything confiscated.” Player rolls Just like Armor Rating reduces damage Effort, Social Armor Rating reduces Effort from Parley.