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Rules ● Cutting A Deal
Negotiating a contract, sale or other carefully considered agreement is a long and complicated process that requires a lot of effort from both parties. This requires a contented, extended roll. Each of these rolls represents an hour of negotiation, which ends once one of the parties reaches the required number of successes. The first party to accumulate the goal in successes is the winner, although they must agree to concessions based on the difference in total successes. If the victor triples the other party in successes, no concessions are needed. At double, one quarter of the competitor's demands must be met. If the winning party merely holds the majority, they must agree to one half of the competitor's demands.
- Example: Gerald Baker is negotiating with a security guard at a storage yard. He wants the guard to allow access to one of the storage units without monitoring the camera feeds, and is offering money in exchange for compliance. The security guard is tempted by the offer, but doesn't want to risk losing his job. The Storyteller determines that the negotiation requires six successes to settle. Gerald's Manipulation is 2 and his Persuasion is three. He has plenty of resources at his disposal, lending him an Equipment bonus of 3. The security guard has a Manipulation of 2 and is untrained in Persuasion, levying a -1 penalty to his roll. Ultimately, he has the final say in granting Gerald access, so his Equipment bonus is 1. After three sets of rolls, Gerald wins the negotiation with six successes to his opponent's three. Gerald talks the man down to one quarter of his asking price and he is able to conduct his business at the appointed time of night.
- Dice Pool: Manipulation + Persuasion + equipment versus Manipulation + Persuasion + Equipment
- Action: Contested, Extended (3-10+ successes required; each roll represents an hour of negotiation)
- Suggested Equipment: Access to legal texts (+1), pertinent background information on the opposing party (+1), legal credentials (+2), monetary resources (+3), blackmail evidence (+1 to +5)
- Possible Penalties: Lack of research (-1), language barrier (-2 to -5), lack of negotiating chips (-4)
Roll Results
- Dramatic Failure: Your character makes no progress towards reaching an agreement, requiring further concessions to keep negotiations open. Subtract one success from your accumulated total.
- Failure: Your character makes no headway in the negotiations.
- Success: Your character makes headway in the negotiations.
- Exceptional Success: Your character holds a large amount of sway in the negotiations, making it difficult for the opposing party to counteroffer.