Expanded Repartee & Reputation Action Rules, Page 4:
Taunt: This is the method by which you may cause NPCs to become upset, enraged or embarrassed. Doing so will quickly make an enemy of them, but it will also give you the upper hand in many situations.
Roll Panache + Jester or Panache + Incitation, contested by the other persons Panache + Diplomacy/Etiquette or their Panache + Jester/Incitation.
Your target number is equal to 5 + 5 x their Knack.
Thier Diplomacy or Etiquette is used to represent their ability to make you not want to hurt them. If instead they are trying to fight back, they use Panache + Jester or Incitation.
If you are successful, they are required to make a Raise in order to be successful with the next action they take against you and all other actions they take in the same turn as that action. Taunting makes them unlikely to be successful against you, but woe to you if they are: all those Raises they make still count for their normal benefits (such as augmented damage, increased duration, etc).
Restrictions: If you’re trying to be sly or hide the course of your conversation from observers. In such a case, you roll the lower of your Innuendo or Jester knacks.
Failed rolls: There are no side effects (beyond SWORDS/Dislike) to failing a Taunt roll unless you are in a public place. See “Reputation” below...
Dislike: Your first successful Taunt in each Scene gives the NPC 1 point of SWORDS/Dislike for you. Subsequent Taunts only gift SWORDS/Dislike if they cost the victim Reputation (See below).
Reputation: If you succeed at your Taunting in a Public Place, you gain Reputation Points equal to their Reputation Rank, and they lose Reputation Points equal to your Reputation Rank.
The situation is reversed if they roll Jester or Incitation and win.
If they roll Diplomacy or Etiquette and Win, you lose points as normal, but they do not gain any.
Raises: Each additional Raise on the roll increases the number of Raises they need to make by +1 more.
Alternatively, you may make Raises to increase the number of Actions for which they must Raise against you.
Making a Taunt’s effects last (if unused before then) to a later Scene is +1 Raise.
Making a Taunt’s effects last (if unused before then) to a later Act is +2 Raises.
Alternate Rolls: In any given scene, you may roll Wits instead of Panache for any 1 single Taunt roll. This represents your having thought up a good zinger for just this occasion.
Free Raise: may be gained if the player voices a very good in-character taunt or insult at the NPC. (GMs discretion)
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