The Charming
Level
|
XP
|
HD
|
AV*
|
ST
|
Slots
|
Groups
|
Raises
|
1
|
0
|
1
|
10
|
6
|
1
|
2
|
-
|
2
|
2,000
|
2
|
10
|
7
|
1
|
2
|
1
|
3
|
4,000
|
2+1
|
11
|
8
|
2
|
3
|
1
|
4
|
8,000
|
3
|
12
|
9
|
2
|
3
|
2
|
5
|
16,000
|
3+1
|
12
|
10
|
3
|
4
|
2
|
6
|
32,000
|
4
|
13
|
11
|
3
|
4
|
3
|
7
|
64,000
|
4+1
|
14
|
12
|
4
|
5
|
3
|
8
|
128,000
|
5
|
14
|
13
|
4
|
5
|
4
|
9
|
256,000
|
5+1
|
15
|
14
|
5
|
6
|
4
|
10
|
512,000
|
6
|
16
|
15
|
5
|
6
|
5
|
A
|
lthough
traditional Reaction Rolls are eschewed in WHITEHACK (instead supplanted by a
Charisma task roll), there is still an opportunity for a Character Class
Archetype that overcomes traditional challenges by a new, more socially-centric
means. Shunning the direct physical or metaphysical application of force
utilized by The Strong and The Wise and instead adopting a
completely different angle of approach, Players can utilize The Charming Class to attempt to surmount
obstacles without the need for bloodshed or evoking the supernatural.
Characters with The Charming Class
are seldom well-armed, but often disarming.
Either
via showcasing sincere empathy and kind-heartedness, carrying out a crafty con
or diabolic deception (more typically, the subconscious blurring of multiple
routes), the primary tactic of a Charming
character is to develop common ground with an impediment that can be socially
engineered and use this bond to arrange for favorable conclusions.
This
common ground/bond is represented by sharing an Affiliation Group. When a Charming character has an Affiliation in
common with a particular obstacle (usually people, but could also be places,
organizations, even things, etcetera) all Charisma task rolls when interacting
with the obstacle in order to influence Reaction are double-positive.
Unlike
other Classes where Affiliation Groups are relatively static and only swapped
or newly acquired through play, a Charming
character may use their Slots as a temporary stand-in. These “Slot Affiliations”
are more superficial and finite than the standard Affiliations acquired through
play or level dependent increases, but they are versatile: When first gained, a
d6 should be rolled and the value noted. This value represents the number of
times the Affiliation Group can be utilized for task rolls (this includes Charisma
task rolls for Reaction). In contrast to standard Affiliations, Slot Affiliations
are not associated with a specific attribute (much like The Deft’s Vocation) and can be utilized for double-positive task
rolls on any attribute. Each time this is used, reduce the Slot Affiliation
value by 1. When the Slot Affiliation value reaches 0, it becomes “inactive”
and cannot be used for further task rolls until refreshed.
In
order to refresh or gain a new a Slot Affiliation The Charming Character must seek out or encounter a member of the
Affiliation Group, and after receiving a positive Reaction, spend at least an
hour or so conversing/interacting with the individual. After this socialization
is complete, a d6 is rolled once more and recorded for a new Affiliation value.
Additional options are provided below in the Section entitled Social Combat.
A
Slot Affiliation can represent a mostly superficial, but still useful amount of
knowledge concerning the Affiliation Group. Either enough information to
successfully impersonate for the purpose of convincing a real member that you
share membership, or perhaps a sufficient general understanding of the Affiliation’s
cultural cues and social mores. The
Charming character must be careful however, for many Affiliations do not
take kindly to this intrusion, and if found to not possess a genuine
relationship or connection with the Group, it may preclude them from using their
Slot for this Group in the future as word within Affiliation Groups can travel
quite fast.
Characters
with The Charming Class may use any
weapon or amour befitting their Vocation without penalty but must take care that
their raiment and mien are suitable and compatible with any active Slot
Affiliations. Attempting to work their charms within the Tower Wizard’s College in Full plate is bound to draw suspicions in
the least, or reduce their Slot Affiliation value by d6 at worst. Should the Slot
Affiliation value ever go negative, word has spread of The Charming as an imposter in the ranks, and this Affiliation Group
is no longer available as a Slot Affiliation. However, it can be regained as a
Level-based Group through play and extraordinary reparations.
Expanding the WHITEHACK Reaction
Roll
Reaction
Rolls (as a task roll on Charisma) have built in granular modulation of success
based on the results. The chain of Successful positive pairs, crits, normal
successes, failures, fumbles, and failed negative pairs can also be applied as
below:
Chain Result
|
Reaction
|
Successful positive
pairs
|
Instant kinship, verging
on Charm Person territory
|
Critical Success
|
Fast Friends, willing to
perform major favors
|
Success - High
|
Friendly, minor favors
possible
|
Success - Middling
|
Cautious but amiable, reciprocal
favors possible
|
Success - Low
|
Guarded, needs a show of
good faith/favor from you
|
Failures
|
Open or hidden hostility
unreceptive. Combat imminent
|
Fumbles
|
Actively antagonistic and
inimical, Roll initiative
|
Failed Negative Pairs
|
Have at you! Roll initiative and determine surprise
|
Option
I: Social Combat
To
refresh or gain a new Slot Affiliation Group or add a new Affiliation, a Charming character must best a member of
the Affiliation Group in question in Social Combat. This is designed to emulate
sly inveigling, genuine interest, or other conversational means of confidence. In
many ways this is remarkably similar to the Melee combat resolution
process: Task Rolls are made against the
target’s Social Armor Class, and must exceed it, while still being successful
(under the attacker’s AV).
Fortunately, The
Charming character will usually take the first turn, and as with The Strong, a character with a Charisma
attribute of 12+ receives a +1 to their Social AV. A Charisma attribute of 16+
engenders a +1 to Social Damage (base Social Damage is equal to the Charming character’s HD, sans modifiers).
What
is Social Armor Class? It’s a numeric representation of how susceptible a
target is to friendly or manipulative overtures. Just as with standard
WHITEHACK AC, it starts at 0, but often receives bonuses based on the
relationship to the target, the present situation, and even recent events. The
table below provides some sample modifiers and Base Social ACs:
Social Armor
|
AC
|
The presence of other
individuals (“Shield”)
|
+1
|
The Closest of Friends/Partners,
Family (“Cloth”)
|
1
|
Romantic partners,
casual friends, and close acquaintances…never wronged (“Leather”)
|
2
|
Friends/Acquaintances
with a sometimes-tumultuous relationship (“Studded leather”)
|
3
|
“Friend of a friend” (“Chainmail”)
|
4
|
The default for
Strangers who share similar cultures/language (“Splint Mail”)
|
5
|
Language Barrier,
different cultures (“Full plate”)
|
6
|
Violence
or open hostility, as well as established patterns of wrong-doing/negative
influence typically engender negative-double rolls or may be foredoomed to
failure at the Referee’s discretion. The above are merely suggestions for only
the most common of social situations. For Monsters and such of formidable
power, additional modifications may be necessary. Standard AC can occasionally
also serve as a baseline here.
In
terms of timekeeping, Social Combat rounds are usually longer than their Melee
counterparts (closer to the traditional RPG “Turn,” or 10 minutes) reflecting
the amount of time it takes to successfully converse and interact. On a
successful Social Attack, damage is subtracted from a target’s HD or Level
(higher as applicable). It is important to note that a failed Social Attack
leaves the Charming character
vulnerable to a free counterattack or Social Riposte by the target however (AV
10+HD), and the Charming’s Base
Social AC should be treated as 1 (one must let their guard down to produce at
even the semblance of sincerity).
When
a participant’s Social Damage total exceeds or meets their HD or level, Social
Combat ends. If victorious, The Charming
may use one of the targets Affiliation Groups as their Slot Affiliation, or “refresh”
an existing one by adding d6 to its current value. A new Reaction Roll
(double-positive on Charisma, with a newly shared Affiliation Group) can then
be attempted to further adjudicate the situation.
If
defeated, further Social Overtures on this target will be negative-double, and
if already present, the Slot Affiliation value is reduced by d6 until it can be
reacquired from a different target. As above the Slot Affiliation value ever go
negative, word has spread of The Charming
as an imposter in the ranks, and this Affiliation Group is no longer available to
the character as a Slot Affiliation. However, it can be regained as a
Level-based Group through play and extraordinary reparations.
For something simpler and swifter,
the table below can be used in conjunction with the initial Reaction Roll to
determine the disposition of a Charming
characters attempts at gaining/refreshing Slot Affiliations:
Chain Result
|
Charming
Bonus
|
Successful positive
pairs
|
Gain Slot Affiliation at
double-positive d6 or +2d6 Slot Affiliation value
|
Critical Success
|
Gain Slot Affiliation at
d6 or +double-positive d6 Slot Affiliation value
|
Success
|
Gain Slot Affiliation at
d6 or +d6 Slot Affiliation value
|
Failures
|
No Slot gain possible
from this target or -1 Slot Affiliation value
|
Fumbles
|
No Slot gain possible or
-1d6 Slot Affiliation value
|
Failed Negative Pairs
|
Lose Slot Affiliation if
present, next Reaction with this Affiliation are double-negative
|
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