Difference between revisions of "Empathy"
From Harath Rules
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| style="vertical-align:top;" | Gameplay: | | style="vertical-align:top;" | Gameplay: | ||
|Each level adds 1 | |Each level adds 1 [[Main Page| bonus die]] to any Psychology skill roll (TN=4). Also, when meeting a person for the first time the GM rolls an Empathy roll (TN=4) for you. To succeed, this roll requires at least a number of Ss equal to the other person’s Quick minus your level of Empathy (although at least 1 Success is always needed). If the roll succeeds, you gain a general insight into the other person’s character. | ||
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Situational modifiers can add <u>bonus dice</u> or <u>penalty dice</u> when rolling for this Ability. Sample modifiers are: | Situational modifiers can add <u>bonus dice</u> or <u>penalty dice</u> when rolling for this Ability. Sample modifiers are: | ||
* Acquaintance with other person | * Acquaintance with other person | ||
* Similarity to previous experience | * Similarity to previous experience | ||
<blockquote> | <blockquote> | ||
Argo, who has Empathy=4, has just met Jeremiah, who has Quick=5. Jeremiah is a bit of a con man, but of course, since they have just met, Argo does not know that. The GM decides that since Argo knows nothing about Jeremiah, no modifiers should be applied to Argo’s Empathy roll. Fortunately, Jeremiah’s Quick (5) minus Argo’s Empathy (4) is 1, so Argo only needs 1 Success to gain an insight into Jeremiah’s character. The GM rolls 4 dice for Argo’s Empathy, geting 2 Ss, so the GM informs Argo that he gets the impression that Jeremiah is not quite trustworthy.</blockquote> | Argo, who has Empathy=4, has just met Jeremiah, who has Quick=5. Jeremiah is a bit of a con man, but of course, since they have just met, Argo does not know that. The GM decides that since Argo knows nothing about Jeremiah, no modifiers should be applied to Argo’s Empathy roll. Fortunately, Jeremiah’s Quick (5) minus Argo’s Empathy (4) is 1, so Argo only needs 1 Success to gain an insight into Jeremiah’s character. The GM rolls 4 dice for Argo’s Empathy, geting 2 Ss, so the GM informs Argo that he gets the impression that Jeremiah is not quite trustworthy.</blockquote> | ||
[[Category:Abilities and Disabilities]] | [[Category:Abilities and Disabilities]] | ||
Latest revision as of 20:48, 5 February 2021
| Cost: | 5 CP/level |
| Description: | You have a sort of intuition, a feeling about people that is usually right. |
| Gameplay: | Each level adds 1 bonus die to any Psychology skill roll (TN=4). Also, when meeting a person for the first time the GM rolls an Empathy roll (TN=4) for you. To succeed, this roll requires at least a number of Ss equal to the other person’s Quick minus your level of Empathy (although at least 1 Success is always needed). If the roll succeeds, you gain a general insight into the other person’s character. |
Situational modifiers can add bonus dice or penalty dice when rolling for this Ability. Sample modifiers are:
- Acquaintance with other person
- Similarity to previous experience
Argo, who has Empathy=4, has just met Jeremiah, who has Quick=5. Jeremiah is a bit of a con man, but of course, since they have just met, Argo does not know that. The GM decides that since Argo knows nothing about Jeremiah, no modifiers should be applied to Argo’s Empathy roll. Fortunately, Jeremiah’s Quick (5) minus Argo’s Empathy (4) is 1, so Argo only needs 1 Success to gain an insight into Jeremiah’s character. The GM rolls 4 dice for Argo’s Empathy, geting 2 Ss, so the GM informs Argo that he gets the impression that Jeremiah is not quite trustworthy.