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Language (WI)[]

Language skill represents a characters skill level in understanding a language in both written and verbal.  This skill is purchased specifically for each language.  Language utilizes skill levels and adds the averaged stat bonus for Intelligence and Countenance.

Language level = Language Skill Level + Stat Bonus

Language Dialects[]

Bartering and Favors

Ability to negotiate for better prices from sellers asking price or get more based on buyers first offer

Difference in Barter Rolls

5% price reduction

10-19

10% price reduction

20-29

15% price reduction

30-39

20% price reduction

40-49

25% price reduction

50-59

30% price reduction

60-69

35% price reduction

70-79

40% price reduction

80-89

45% price reduction

90-99

50% price reduction

100-119

60% price reduction

120-139

70% price reduction

140-159

80% price reduction

160-179

90% price reduction

180-199

100% price reduction

(free or double price)

200- above

If a language is similar to another dialect, the language skills for one language can be applied toward the other dialect by the percentage to which they are similar. Some dialects may be very closely related, such as 75% and others less and may only be 25% similar.  The GM makes that determination about relative dialects and that percentage is used to determine how skills points in one language apply to another.  Thus, a dialect that is 75% similar to one that the play is learning provides 75% of the character’s skill level to be applied to the other language.

Understanding and Communication

Description

(level of understanding)

Spoken Level

Written Level

Basic concepts only

1-4

0

Adolescent Level

5-10

0

Child Level

11-15

31-35

Young teenager uneducated

16-20

36-40

Young adult uneducated

21-25

41-45

Adult uneducated

26-30

46-50

Old adult uneducated

31-40

51-60

Young adult educated

40-49

50-59

Adult educated

50-59

60-69

Old adult educated

60-69

60-69

Politician

70-79

70-79

Master Linguist

80-90

80-90

Language Proficiency Chart[]

This chart describes the player’s ability to use the language.  A characters stat bonus + skill level in the language equals the character’s level of language usage.  A character with a child level in a language will not be able to understand complex topics in total, but will be able to communicate at a level as a child would.  An educated adult will understand all topics, but perhaps misunderstand legal, political and very technical word definitions.  For interpreting written language the character gains +1 to interpret a specific writing every 15 minutes they study the material.  Given enough time a character can read the meaning of almost anything written in a language they have learned to level 31.

Language Bartering and Favors[]

This chart describes the character’s ability to barter for better prices or enlist people’s help for favors and assistance.  These are always legal and socially acceptable activities.  For questionable and illegal activities see the section on persuasion.

Calculating Barter or Favor[]

Target Stat Bonus (average of intellect and countenance) + skill level + dice roll = Target’s Barter

Character’s Stat Bonus (average of intellect and countenance) + skill level + dice roll = Character’s Barter

Whoever scores the highest Barter roll wins the barter and gains the percentage advantage.  If you win, then you get to reduce the price by the percent in the table by the percentage amount in the table.  If you lose then the price goes up by that amount.  

For favors if you win then the person does the favor for you.  If you lose then they don’t.

Language (persuasion)[]

Description

Adjust Resistance

Bribes and Intimidation Adjustments

Apply bribes or intimidation if used.  They lower the target’s resistance to the persuasion

Huge Bribe or unbearable intimidation

-25

Large Bribe or intimidation

-15

Medium Bribe or intimidation

-10

Small Bribe or intimidation

-5

No Bribe or intimidation

0

Legal activity but socially frowned Upon

Apply a Single Difficulty Adjustment from Below only if the activity being persuaded to do is legal but not nice.

Target enjoys doing if they can avoid being found out

-10

Target has done often

-5

Target has done on occasion

0

Target has done once or twice

+5

Target would not normally do, but at the fringes of his Moral code

+10

Target believes the activity is well outside of his moral boundaries

+25

Illegal activity – small to medium penalty

Apply a Single Difficulty Adjustment from Below only if the activity being persuaded to do is illegal with a small to medium penalty.  

Target enjoys doing if they can avoid being found out

-5

Target has done often

0

Target has done on occasion

+5

Target has done once or twice

+10

Target would not normally do, but at the fringes of his Moral code

+20

Target believes the activity is well outside of his moral boundaries

+30

Illegal activity – dire consequences

Apply a Single Difficulty Adjustment from Below only if the activity being persuaded to do is illegal with a dire consequence for being found out.  

Target enjoys doing if they can avoid being found out

+10

Target has done often

+20

Target has done on occasion

+30

Target has done this once or twice

+40

Target would not normally do, but at the fringes of his Moral code

+50

Target believes the activity is well outside of his moral boundaries

+60

Persuasion is part of mastering any language.  It is the art of using language to persuade, trick with words or manipulate other people.  It could be used to gain a bartering advantage for lower prices, nudge someone to speak about topics they would normally avoid, trick them into doing something that they think questionable (slightly pushing their moral boundaries), etc.  Intimidation also falls into the persuasion skill.

To successfully persuade someone follow the following steps: 

1.       Persuasion Goal: First the GM and player must agree on what activity the player wants to persuade the other party to do.

2.       Persuasion Difficulty Adjustment (PDA): Second the GM determines the difficulty of the persuasion. This will be a modifier that is added to the target’s language skill level to be used to determine if the persuasion was successful or not. Keep in mind, it will be a lot less difficult to persuade a person with a low moral code of conduct to leave the back door to his bosses shop unlocked than it will be someone who is studying to be a priest.  The PDA is determined by using the Language persuasion Chart. 

a.       Determine the appropriate Bribe and Intimidation adjustment.

b.      Determine appropriate category (only one can apply at a time): Legal but frowned upon, Illegal small to medium or illegal with dire consequences.

c.       Determine target’s moral tendencies for activity being persuaded.

d.      Determine the target’s language level.

e.      Bribe and Intimidation adjustment + moral tendencies adjustment = PDA

3.       Target’s Language Level: Determine the target person’s language level, which will be from 1-90.

1.        Player Roll:  The player will roll a random number 1-100 (a roll of 96-100 requires a second 1-100 roll be added to the first roll).

2.       Calculate Success:  1-100 roll + player language level = Persuasion Roll

3.       Calculate Target Resistance: target language level + PDA = Persuasion Resistance

1.       Compare the Results:  Persuasion roll vs. Persuasion Resistance.  If the character’s Persuasion roll is greater than the target’s Persuasion Resistance then the Persuasion was a success and the target will do the Persuasion Goal defined in the first step of this process. 

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