Diplomacy: Difference between revisions

From Rise: The Vieneo Province

 
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'''Diplomacy ([[Charisma|Cha]])'''
'''Diplomacy ([[:Category:Charisma|Cha]])'''


===Check===
===Check===
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Optional, but not recommended because retries usually do not work. Even if the initial Diplomacy check succeeds, the other character can be persuaded only so far, and a retry may do more harm than good. If the initial check fails, the other character has probably become more firmly committed to his position, and a retry is futile.
Optional, but not recommended because retries usually do not work. Even if the initial Diplomacy check succeeds, the other character can be persuaded only so far, and a retry may do more harm than good. If the initial check fails, the other character has probably become more firmly committed to his position, and a retry is futile.


===Special===
===Critical Failure===
If you have the Negotiator feat, you get a +2 bonus on Diplomacy checks.
If you roll a 1 on the d20 and the DC > 0 then it will have the opposite effect of reducing the morale on the colonists that you assembled by 25%.


===Synergy===
 
If you have 5 or more ranks in Bluff, Knowledge (nobility and royalty), or Sense Motive, you get a +2 bonus on Diplomacy checks.
 
{| class="wikitable"
|+ Diplomacy Skill Levels in ''Rise''
! Skill Rank !! Title !! Description
|-
| 0-4 || Ineffective Bureaucrat || You struggle to inspire or persuade anyone. Colonists may ignore or resent your leadership.
|-
| 5-9 || Colony Spokesperson || You can smooth over minor disputes and get a handful of colonists on your side.
|-
| 10-14 || Corporate Negotiator || You are skilled at diplomacy, handling tense negotiations with workers, rival factions, or corporate execs.
|-
| 15-19 || Master Diplomat || Colonists respect you, and even tough crowds can be swayed by your speeches. Your pep talks significantly boost morale.
|-
| 20-24 || Governor of the People || Entire colonies rally behind you. You can negotiate treaties, avoid uprisings, and keep order even in dire situations.
|-
| 25-29 || Legendary Peacekeeper || Your words can de-escalate full-blown crises. Even corporate leaders and faction commanders take you seriously.
|-
| 30+ || Galactic Statesman || Your diplomatic skills are ''mythic''—you could unify warring factions, negotiate interstellar treaties, and change history with a speech.
|}




[[Category:Skills]]
[[Category:Skills]]
[[Category:Charisma]]

Latest revision as of 15:57, 14 April 2025

Diplomacy (Cha)

Check

You can change the attitudes of NPCs (non-player characters) with a successful Diplomacy check; see the Influencing NPC Attitudes sidebar, below, for basic DCs.

In negotiations, participants roll opposed Diplomacy checks, and the winner gains the advantage. Opposed checks also resolve situations when two advocates or diplomats plead opposite cases in a hearing before a third party.

Action

Changing others’ attitudes with Diplomacy generally takes at least 1 full minute. In some situations, this time requirement may greatly increase. A rushed Diplomacy check can be made but you take a –10 penalty on the check.

Try Again

Optional, but not recommended because retries usually do not work. Even if the initial Diplomacy check succeeds, the other character can be persuaded only so far, and a retry may do more harm than good. If the initial check fails, the other character has probably become more firmly committed to his position, and a retry is futile.

Critical Failure

If you roll a 1 on the d20 and the DC > 0 then it will have the opposite effect of reducing the morale on the colonists that you assembled by 25%.


Diplomacy Skill Levels in Rise
Skill Rank Title Description
0-4 Ineffective Bureaucrat You struggle to inspire or persuade anyone. Colonists may ignore or resent your leadership.
5-9 Colony Spokesperson You can smooth over minor disputes and get a handful of colonists on your side.
10-14 Corporate Negotiator You are skilled at diplomacy, handling tense negotiations with workers, rival factions, or corporate execs.
15-19 Master Diplomat Colonists respect you, and even tough crowds can be swayed by your speeches. Your pep talks significantly boost morale.
20-24 Governor of the People Entire colonies rally behind you. You can negotiate treaties, avoid uprisings, and keep order even in dire situations.
25-29 Legendary Peacekeeper Your words can de-escalate full-blown crises. Even corporate leaders and faction commanders take you seriously.
30+ Galactic Statesman Your diplomatic skills are mythic—you could unify warring factions, negotiate interstellar treaties, and change history with a speech.