The Laws of Persuasion

The final area of conflict in Exterminis: Reign of Destruction is social interaction. When characters want to bribe, intimidate, seduce, or charm other people, The social influence dice are rolled. The charmer rolls their Social Influence dice, and modifies them by Charisma, and the mark rolls their Social Defense dice, anx modifies them by their Wisdom. Both sides add any modifiers, and the highest total wins. Ties are awarded to the mark (Social Defense), but players may spend a karma point to win the tie instead.

Example of Social Interaction

Atera is looking for answers, and she’s found a local thief who probably knows something. However, he’s reluctant to talk, so Atera wants to encourage him by reminding him that she’s not above breaking bones to get the information she wants. She pins the thief up against a wall, and growls, “Start talking, or I start breaking. What’s it gonna be?”

Atera’s Social Influence is 2d6. The thief has a Social Defense code of 2d6 +2. Atera rolls a 9. The thief rolls a 7, and starts talking.

Social Interaction Modifiers

Physical Intimidation: If the charmer wants to use their strength to physically intimidate a mark, then they add their strength modifier to the social influence roll. A strength of 80 will grant a +2 bonus to the roll, for example. 

Low Mental Health: If a mark is below half mental health points, then the charmer gets a +2 bonus to the social influence roll.

Reputation: If a charmer is well-known for having a slick tongue, the DM might decide that a mark knows them by reputation, and because of this, award them a +2 bonus to the social defense roll.

Role Playing Social Interaction

Social Interaction is an area of conflict that can be easily modified through role playing. If the players and gamemaster are comfortable acting out the interaction, it can be a lot of fun to set the dice aside and engage in some improv. However, not everyone is comfortable with this type of game play, so it should always be optional. Even if the interaction is acted out, the dice can still be rolled later, perhaps with modifiers based on the acting.

If a player role plays the social interaction well, the DM might grant them a +2 or better bonus to their roll. Really great role playing might even mean an automatic success for the player!

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