Skip to content

Make an Impression

Make an Impression

Auditory
Concentrate
Exploration
Linguistic
Mental

Source: Player Core pg. 239

With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable. At the end of the conversation, attempt a Diplomacy check against the Will DC of one target. You can instead choose up to five targets if you take a –2 penalty. The GM might add other bonuses or penalties based on the situation. Any impression you make lasts for only the current social interaction unless the GM decides otherwise. See the Changing Attitudes sidebar for a summary of the attitude conditions.

Critical Success The target’s attitude toward you improves by two steps.
Success The target’s attitude toward you improves by one step.
Critical Failure The target’s attitude toward you decreases by one step.