Communication as an Attribute

atanakar

Hero
So in a RPG I own, doesn't matter which one, Communication is an Attribute. All fine and good. Now, it's easy to understand how to use it. On the other hand I'm trying to come up with hazards and effects that could force a Communication Save (penalty) against that attribute. Any ideas?

(edit) It's a sci-fi game. Attribute scores are added to a skill score to create a Target Number. Or used by themselves as a save against harmful attacks. The communication attribute is used for verbal actions. It is not related to the use of communication equipment.
 
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Well, we may not come up with many examples if we don't even know the genre, or what role the stat plays in game.

For example, if this is a state in a sci-fi game, representing how well a character can use communication equipment, than various forms of static or interference could require a save.
 

Well, we may not come up with many examples if we don't even know the genre, or what role the stat plays in game.

For example, if this is a state in a sci-fi game, representing how well a character can use communication equipment, than various forms of static or interference could require a save.
It's a sci-fi game. Attribute scores are added to a skill score to create a Target Number. Or used by themselves as a save against harmful attacks. The communication attribute is used for verbal actions. It is not related to the use of communication equipment.
 

Okay - so this is where the system can matter. Does the system have something separate for willpower or charisma?

Maybe the comm save is usful to resist fast-talk or bluff attempts? Or more fantastic - if the bad guy has special abilities in neuro-linguistic programming, for example, that may require a communication save to resist against a suggestion or charm effect.

In a social scene, if the opponent has a very powerful argument, a communication save may be required to resist status loss..
 

Based on what I know so far in this thread, here are some ideas:

  • Hostage Negotiation
  • Actually, any sort of negotiation
  • Lying
  • Persuading
  • Intimidating
  • Trying to communicate some subtext to the right person, while talking about something completely unrelated to everyone else (sort of like Thieves' Cant).
  • Communicating in a language that the PC doesn't know
  • Does it include written communication?
    • If yes, then: appropriate communication style to the right "level". In other words, you would communicate differently in writing on your cover letter than you would in a letter to your grandma.
  • Trying to communicate an idea while under a lot of stress. For example, you are trying to land the shuttlecraft on a planet while there is a gnarly windstorm going on. At the same time, you need to communicate the status of your shields and weapons to your team. Communication skill may be involved.

Those are some ideas, not sure if htat's what you are looking for?
 

Okay - so this is where the system can matter. Does the system have something separate for willpower or charisma?

Maybe the comm save is usful to resist fast-talk or bluff attempts? Or more fantastic - if the bad guy has special abilities in neuro-linguistic programming, for example, that may require a communication save to resist against a suggestion or charm effect.

In a social scene, if the opponent has a very powerful argument, a communication save may be required to resist status loss..

Communication is the only Attribute that handles social interactions (no charisma, wisdom).
 

Communication is the only Attribute that handles social interactions (no charisma, wisdom).

Okay, so then anything that other systems have in terms of social interaction mechanics now becomes communitcation - negotiation, diplomacy, fast talk, bluff, deception, etc. Resisting any of these may involve a comm save, depending onhow your system works.
 

Let me rephrase:

If your character ingest poison (hazard/effect) he will do a Save VS Constitution.

What Hazards or Effects would provoke a Save VS Communication for your character? Being drunk. Under influence are two I come with*. For exemple, they would make any attempt at seduction less effective because of slurred speech and being less coherent.

Any other hazards or effects you can think about?

(*consider that you already failed the Constitution save against the alcool and are inebriated.)
 
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  • You are somehow rendered speechless. You have to communicate non-verbally.
  • You are underwater and the sound travels through water (non-electronically in other words).
  • You are in a jail cell, and you realize there is someone in the cell next to you. You need to come up with some sort of way to communicate with them - perhaps Morse Code, perhaps other.
 

Since I know you are talking about Modern Age, I would look at the individual talents as well and imagine how they could be used reactive. For example, maybe if a witness is trying to drop a hint/clue to the party without being overt - there are eyes everywhere - then maybe one could apply Communication (Investigation) because Perception (Empathy) may not apply.
 

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