Difference between revisions of "Crocodile's Tongue"

From The World Is A Vampire
Jump to: navigation, search
(Created page with ";Auspex 6 A character with this power instinctively understands what one other person in a conversation (living or undead) wants to hear. If he can find a way to phrase wha...")
 
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
;[[Auspex]] 6
+
;[[Auspex 6]]
 +
 
  
 
A character with this power instinctively understands what one other person in a conversation (living or undead) wants to hear.  If he can find a way to phrase what he wants so that it sounds like what that person wants to hear, this may help him get his point across.  This also gives him a way to ingratiate himself with people or accumulate favors.  This differs from [[Steal Secrets]] in that the subject needs not be ''actively'' thinking about what she wants to hear - a disinterested club patron may find out that this brash suitor offers her some secret desire, while a lonely student might have found his "soulmate" who shares his same dreams.
 
A character with this power instinctively understands what one other person in a conversation (living or undead) wants to hear.  If he can find a way to phrase what he wants so that it sounds like what that person wants to hear, this may help him get his point across.  This also gives him a way to ingratiate himself with people or accumulate favors.  This differs from [[Steal Secrets]] in that the subject needs not be ''actively'' thinking about what she wants to hear - a disinterested club patron may find out that this brash suitor offers her some secret desire, while a lonely student might have found his "soulmate" who shares his same dreams.
  
 
'''System''':  The character must spend at least a minute speaking with the subject, and the player must make a successful Perception + Empathy roll (difficulty 6).  For the character to phrase his own idea in terms to which the target will respond favorably, assuming, for whatever reason that the Storyteller chooses not to roleplay such a situation, she may allow the player to roll Manipulation ro Charisma + Expression (difficulty 6).  Such reliance on mechanics should only be used as a last resort, however - the very nature of this power is social, and should rarely be dictated by dice instead of roleplaying.
 
'''System''':  The character must spend at least a minute speaking with the subject, and the player must make a successful Perception + Empathy roll (difficulty 6).  For the character to phrase his own idea in terms to which the target will respond favorably, assuming, for whatever reason that the Storyteller chooses not to roleplay such a situation, she may allow the player to roll Manipulation ro Charisma + Expression (difficulty 6).  Such reliance on mechanics should only be used as a last resort, however - the very nature of this power is social, and should rarely be dictated by dice instead of roleplaying.

Latest revision as of 20:57, 8 January 2021

Auspex 6


A character with this power instinctively understands what one other person in a conversation (living or undead) wants to hear. If he can find a way to phrase what he wants so that it sounds like what that person wants to hear, this may help him get his point across. This also gives him a way to ingratiate himself with people or accumulate favors. This differs from Steal Secrets in that the subject needs not be actively thinking about what she wants to hear - a disinterested club patron may find out that this brash suitor offers her some secret desire, while a lonely student might have found his "soulmate" who shares his same dreams.

System: The character must spend at least a minute speaking with the subject, and the player must make a successful Perception + Empathy roll (difficulty 6). For the character to phrase his own idea in terms to which the target will respond favorably, assuming, for whatever reason that the Storyteller chooses not to roleplay such a situation, she may allow the player to roll Manipulation ro Charisma + Expression (difficulty 6). Such reliance on mechanics should only be used as a last resort, however - the very nature of this power is social, and should rarely be dictated by dice instead of roleplaying.