Negotiation
Everyone has things that they want, and things that they need. A good negotiator learns how to distinguish between them, and find some way to strike a deal that satisfies everything each party wants.
- Overcome: Most quick deals simply require a Negotiation roll against passive opposition set by the GM. If you’re negotiating with an NPC, you might need to roll against active opposition. Involved deals or extended negotiations will often require a contest.
- Create an Advantage: You can create advantages with Negotiation by creating aspects that assign the benefits of deals you’ve made retroactively. For instance, you might make a Negotiation roll in a physical conflict to give yourself a knife that you bargained for from a merchant several days before, that you want to have on you now.
Stunts
Roman Courtier [Roman]
You understand the etiquette and social mores of Roman-style courts. You gain a +2 bonus to all Negotiation rolls made in such a context.
British Courtier [British]
You understand the etiquette and social mores of British-style courts. You gain a +2 bonus to all Negotiation rolls made in such a context.
Emissary
Requires Foreign Tongue (Learning). You understand the etiquette and social mores of a particular barbarian tribe that speaks a language you know. You gain a +2 bonus to all Negotiation rolls made in such a context.
Ambassador
Requires Roman Courtier, British Courtier, or Emissary. When you succeed with style on a Negotiation roll in the court of a ruler you undersand (Roman-style rulers for Roman Courtiers, British-style rulers for British Courtiers, or barbarian lords for emissaries), you can place an aspect on the scene. You have a free invocation for this aspect.
