Intermediate negotiating tricks have a difficulty of 20 (meaning that in order to successfully use one, the user must get a result of at least 20 on a negotiating check.)
Each time you attempt to use a negotiating trick (whether successful or not,) the difficulty of that trick goes up by 5 for the rest of the day.
A character must be at least level 5 in order to learn intermediate sciences.
Negotiating Tricks
Inspiration Tricks
Draw Forth Inner Energy II
Recipient gains a total of 10 FP, which he/she may distribute among PE FP and PA FP.
Draw Forth Inner Vitality II
Recipient gains 20 hp.
Draw Forth Inner Will II
Recipient gains 2 General ISPs.
Inspire Combat Confidence II
Up to 3 recipients get +2 to all defense rolls for 2 rounds.
Inspire Combat Determination II
Up to 3 recipients get +2 to all attack rolls for 2 rounds.
Inspire Combat Ferocity II
Up to 3 recipients get +4 to damage dealt by their attacks for 2 rounds.
Inspire Combat Survival II
Up to 3 recipients have all damage dealt to them reduced by 2 for 2 rounds.
Inspire Miscellaneous Determination II
Up to 3 recipients get +2 to all miscellaneous skill rolls for 2 rounds.
Inspire Psionic Determination II
Up to 3 recipients get +2 to all psionic force usage rolls for 2 rounds.
Inspire Psionic Resilience II
Up to 3 recipients get +2 to all psionic resistance rolls for 2 rounds.
Inspire Survival II
Choose up to 5 recipients. For 2 rounds, any damage that would reduce one of them to less than 1 hp instead reduces that person to 1 hp. Only 30 damage per recipient can be negated in this way.
Motive Awareness Tricks
Defensive Pattern Awareness II
Choose a foe. Once you have observed that foe for 5 consecutive rounds, a person of your choice gets a +20 bonus to attack rolls against that foe for 1 round.
Offensive Pattern Awareness II
Choose a foe. Once you have observed that foe for 3 consecutive rounds, a person of your choice gets a +20 bonus to defense rolls against that foe for 1 round.
Negotiating Pattern Awareness
Choose an NPC. Once you have observed that NPC for 10 consecutive rounds, you may get a +10 bonus on negotiating checks which oppose negotiating checks made by that NPC (including checks made to use negotiating tricks if the NPC will be making a check to oppose the check.) This bonus lasts for 10 rounds.
Psionic Vulnerability Awareness
Choose a foe. Once you have observed that foe for 5 consecutive rounds, a person of your choice can attack that foe with psionic forces and give the foe a -10 penalty on the roll to resist the effects. This only lasts for 1 round.
Persuasion Tricks
If You Can't Beat 'Em III
Use this trick to convice an enemy to switch sides then flee after the mission ends. This trick can be resisted using an opposed negotiating check. The foe gets a bonus on the roll to resist this trick equal to it's remaining hp plus it's loyalty rating.
Stall For Time II
Delay a Negotiation check for up to 10 rounds. This trick can be used immediately when a Negotiation check would occur. It can not be used to delay the roll needed to use a negotiating trick.
Trickery Tricks
Combat Prank II
Deal 20 damage to the target. This trick may be resisted using an opposed negotiating check.
Frustrate Negotiation II
Up to 2 targets are rendered unable to use negotiating tricks for 1 round unless this trick is resisted using an opposed Negotiation check.
Interrupt Thought Process II
Up to 2 targets are rendered unable to use psionics for 1 round unless this trick is successfully resisted using an opposed Negotiation check.
Throw Off Attack II
Up to 2 targets are rendered unable to attack for 1 round unless this trick is successfully resisted using an opposed Negotiation check.
Negotiating Disciplines
Applied Knowledge in Negotiating - Choose one of the following skill groups: Combat, Psi Atom, or Psi Energy. Whenever you make a Negotiating roll of any type, apply a bonus equal to half of your ranks in the skill group you chose (round up.) Master ranks are treated as normal group skill ranks when calculating this bonus. You may take this discipline for free at no cost if you are at least level 4 (even if you are not yet able to learn other intermediate negotiating sciences.)
Extra Negotiating Endurance - Once a day, you may use a negotiating trick you have already used, but have the difficulty be the same as it would be if you had not used that trick yet.
Improved General Good Speaker - You may only take this discipline if you have already taken General Good Speaker. The bonus you receive to negotiating checks that aren't made to use a negotiating trick is now +4.
Improved Extra Inspiration - you may only take this discipline if you have already taken Extra Inspiration. You may now include up to 4 additional targets whenever you use a negotiating trick with more than one target.
Improved Negotiating Focus - You may only take this discipline if you have already taken Negotiating Focus. The bonus you receive to negotiating tricks of your chosen type is now +4.
Instill Iron Will - Once a day, when you see somebody fail a die roll that their life depends on, you may change the result of the roll to a success if they failed the roll by 10 or less.
Iron Will - Once a day, when you fail a die roll that your life depends on, you may change the result of the roll to a success if you failed the roll by 10 or less.
More Great General Inner Strength - +2 general ISP.
More Great Negotiating Inner Strength - +4 negotiating ISP.
Back to Main