The Laws of Persuasion

Social Interaction

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 charisma and wisdom dice, and the mark rolls their intelligence and wisdom dice. 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.

Situational 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.

Good Role Playing: 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!

Example

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 Charisma is 50, her wisdom is 65, and her strength is 90. Her social influence roll is (2d6) + (2d8) +2 for strength (because this is physical intimidation). The thief has an intelligence of 50 and a wisdom of 50, so he rolls (2d6) + (2d6). Atera rolls a 14, and adds her strength bonus, for a total of 16. The thief rolls a 10, and starts talking.