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- | ===== Diplomacy ===== | ||
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- | Diplomacy encompasses the full range of the art of communication. It is not generally used in play but there are some instances where it comes in handy such as negotiation, | ||
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- | Professional Diplomats wear purple uniforms. | ||
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- | **Use Diplomacy for:** | ||
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- | * // | ||
- | * //Haggling on prices.// | ||
- | * // | ||
- | * //Rallying your crew (or a prized enemy crew).// | ||
- | * //Confusing enemies.// | ||
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- | ==== Diplomatic Approach ==== | ||
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- | // | ||
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- | If a mission calls for a Diplomatic Approach, it means that you have already warped in and are moving toward a hostile planet, ship, or installation at Speed 2 using your skills at communication to bluff or bluster your way closer. The Diplomatic Approach indicates how close you get before they decide to begin hostilities. The ship begins at a distance of 18 hexes and pointed in the right direction. One character at any battlestation may make a Diplomacy check against a target number of MD. This counts as your action for the first Phase just as warping in would. Success moves the ship one hex close. Each 3 additional successes move the ship an additional hex closer. This marks the official start of the mission and you begin Phase one just as if you'd warped in. | ||
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- | ==== Confuse Enemy ==== | ||
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- | // | ||
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- | You can use double-talk, | ||
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- | If successful, target is at +1 difficulty on all actions and -1 movement until the end of their next turn. | ||
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- | ==== Morale ==== | ||
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- | // | ||
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- | You needn' | ||
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- | A crew's morale level indicates its willingness to fight. | ||
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- | Roll 2d6 and consult the morale chart to find a crew's starting morale. Some circumstances would dictate morale. Zoallans fighting to protect their queen would start at " | ||
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- | ^ MORALE CHAR ^^^ | ||
- | ^ 12 | **Fanatic** | fight fearlessly to the death | | ||
- | ^ 10-11 | **High** | stay and fight unless things start going poorly | | ||
- | ^ 8-9 | **Steady** | stay and fight as long as things go well | | ||
- | ^ 6-7 | **Fair** | open to negotiations but maintains readiness to fight | | ||
- | ^ 4-5 | **Weak** | will not initiate hostile action | | ||
- | ^ 2-3 | **Poor** | flee if possible or fight if cornered | | ||
- | ^ - | **Routed** | flee if possible or surrender if cornered | | ||
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- | Note that morale can only be moved a maximum of one step in each direction on each Phase. | ||
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- | ==== Demoralize Enemies ==== | ||
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- | // | ||
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- | You may add +3 per bonus penalty you with to give to all morale checks they attempt this Phase. | ||
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- | Success forces a morale check. A morale check is treated as a hull check with the following modifiers. | ||
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- | ^ CIRCUMSTANCE ^ MODIFIER | ||
- | | **Enemy ship bigger** | +1 | | ||
- | | **Outnumbered** | +1 | | ||
- | | **Bonus penalties** | +1 | | ||
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- | A failed morale check lowers the enemy' | ||
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- | ==== Rallying your Crew ==== | ||
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- | // | ||
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- | If successful, make a hull check. If this is successful, your crew's morale increases by one step. This is also used for rallying an enemy crew on a ship you have prized. | ||
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- | If you can bring their morale up high enough, they will work to accomplish your goals. | ||
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- | Modify this check based on the opposite of the Demoralize Enemies chart above. There is no consequence for a failed Rally attempt. | ||