Actions

Difference between revisions of "Empathy"

From Harath Rules

(Created page with "Cost: 5 CP/level Description: You have a sort of intuition, a feeling about people that is usually right. Benefit: Each level adds 1 to any Psychology skill roll. Also, when...")
 
Line 1: Line 1:
Cost: 5 CP/level
{|
Description: You have a sort of intuition, a feeling about people that is usually right.  
|Cost:
Benefit: Each level adds 1 to any Psychology skill roll. Also, when meeting a person for the first time the GM rolls an Empathy roll (TN=4) for you. To succeed, this roll requires 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 does succeed, you gain a general insight into the other person’s character.
|5 CP/level
Typical modifiers to Ability level:
|-
 
|Description:
|You have a sort of intuition, a feeling about people that is usually right.  
|-
| style="vertical-align:top;" | Gameplay:
|Each level adds 1 <u>bonus die</u> 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&#8217;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&#8217;s character.
|}
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
 
<br>
<blockquote>Example: Argo, who has Empathy at level 4, has just met Jeremiah, who has Quick at level 5. Since they have just met, the GM decides that no modifiers will be applied to Argo&#8217;s Empathy roll. The GM rolls 4 dice for Argo (TN=4). Jeremiah&#8217;s Quick (5) minus Argo&#8217;s Empathy (4) is 1, so Argo only needs 1 success to gain an insight into Jeremiah&#8217;s character. The result of Argo&#8217;s Empathy roll is 2 Ss, so the GM informs Argo that he does not really trust Jeremiah, and thinks he is hiding something.</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&#8217;s Empathy roll. Fortunately, Jeremiah&#8217;s Quick (5) minus Argo&#8217;s Empathy (4) is 1, so Argo only needs 1 Success to gain an insight into Jeremiah&#8217;s character. The GM rolls 4 dice for Argo&#8217;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]]

Revision as of 23:01, 17 January 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.