
Bribery and coercion
Rule, Optional rules
Bribes and threats against N.P.C.s call for the target's save vs Will, adjusted by the judge for the offer, loyalty, renown and relative power; a failed save means it works.
From the book
Player characters sometimes attempt to bribe or intimidate a non-player character into assisting them. In either case the target makes a save vs Will: on a failure the bribe or threat succeeds, and on a success the target turns it down.
The Game Judge can modify the save. A lavish bribe, or one made to a poor person, may earn modifiers favoring the characters, whereas a meager offer, or an attempt on someone devoted to another person, a government or a cause, can make the target tougher to win over. With threats, the Judge considers what is at stake, the reputation of the character issuing the threat, and the relative power or level of each side. If the character is bluffing, the Judge may call for a save vs Intelligence instead, and success means the target recognizes the bluff and responds to it.
Players may keep trying so long as they vary their approach each time, whether by increasing the offer or escalating the threat, and a bribe that fails can be followed by a threat, or vice versa.
At a glance
- Save
- vs Will; failure = bribe/threat succeeds
- Bluffing
- Judge may roll save vs Intelligence instead; success = bluff suspected
- Retries
- Allowed if the offer or threat is changed; bribe and threat can follow one another