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PoPP: Souls For Smuggler's Shiv [01]
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<blockquote data-quote="Maidhc O Casain" data-source="post: 5445988" data-attributes="member: 29558"><p><span style="color: Gray">OOC: <a href="http://invisiblecastle.com/roller/view/2862461/" target="_blank">Diplomacy Check (1d20+2=12)</a> for Lerissa, including Leaf's Aid Another.</span></p><p></p><p>[sblock=OOC (All)]Metagame alert! This is going to be a little difficult for me to carry off without you knowing a little bit about how it's supposed to work. Since I know I can trust you to play your characters this becomes easy to fix - I'll just tell you what's up!</p><p></p><p>The other castaways are a varied collection of individuals, not a finely honed team of Pathfinders like yourselves. They'll fall quickly into bickering amongst themselves if left to their own devices. They can be helpful to you in the day to day struggle for survival - each of them can function in a couple of ways (hunting for food, entertaining to keep morale up, keeping things sanitary to help ward off the various diseases you'll be prone to catch, etc.) to smooth the path. But they'll take some wooing. They each start off with an attitude of 'Unfriendly,' meaning they won't really do much to help. The further you shift their attitude the more helpful they'll be. Their attitude can also be lowered one place (to Hostile), usually meaning that they'll run off on their own at the least.</p><p></p><p>Those of you familiar with this portion of the rules will recall that the most you can shift an NPCs attitude via diplomacy/intimidation is 2 places (making these NPCs first Indifferent, then Friendly). Each of them has a little something connected with the story that - if you can figure out what it is and accomplish it - will move them that extra step to max out their attitude at Helpful.</p><p></p><p>Lesson ends. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />[/sblock]</p></blockquote><p></p>
[QUOTE="Maidhc O Casain, post: 5445988, member: 29558"] [COLOR="Gray"]OOC: [url=http://invisiblecastle.com/roller/view/2862461/]Diplomacy Check (1d20+2=12)[/url] for Lerissa, including Leaf's Aid Another.[/COLOR] [sblock=OOC (All)]Metagame alert! This is going to be a little difficult for me to carry off without you knowing a little bit about how it's supposed to work. Since I know I can trust you to play your characters this becomes easy to fix - I'll just tell you what's up! The other castaways are a varied collection of individuals, not a finely honed team of Pathfinders like yourselves. They'll fall quickly into bickering amongst themselves if left to their own devices. They can be helpful to you in the day to day struggle for survival - each of them can function in a couple of ways (hunting for food, entertaining to keep morale up, keeping things sanitary to help ward off the various diseases you'll be prone to catch, etc.) to smooth the path. But they'll take some wooing. They each start off with an attitude of 'Unfriendly,' meaning they won't really do much to help. The further you shift their attitude the more helpful they'll be. Their attitude can also be lowered one place (to Hostile), usually meaning that they'll run off on their own at the least. Those of you familiar with this portion of the rules will recall that the most you can shift an NPCs attitude via diplomacy/intimidation is 2 places (making these NPCs first Indifferent, then Friendly). Each of them has a little something connected with the story that - if you can figure out what it is and accomplish it - will move them that extra step to max out their attitude at Helpful. Lesson ends. :D[/sblock] [/QUOTE]
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