<Cybercore>

Social encounters in Cybercore run on the same d100-vs-TL core as combat; the difference is in what's at stake. Instead of HITS, you're trading information, leverage, and standing. The opposed-check mechanic is the foundation: a player rolls, the NPC doesn't, and margin-of-success drives the outcome.

Opposed Checks

Players do most of the dice rolling in Cybercore. To this effect NPCs, Guards, Aliens and other Creatures and Hazards have static number for their Attacks, Perception checks, Skills and so forth. This is commonly referred to as a TL or Threat Level.

When conflict arises the players will roll an appropriate dice and must exceed the TL to be considered successful. In a situation where this would apply a Stacking Modifier to the creature, the creature gains an Extra Stack for every 5 points by which the roll exceeds the TL.

For example if the TL is 10 then a 15-19 would apply an extra stack, a 20-24 would apply two stacks, and so on.

Natural 96-100. If the player rolls a Natural 96-100 on the d100, this is considered a Critical Success, and if a Stacking Modifier was in play, it would apply or remove an Extra Stack as appropriate.

Common Social Opposed Checks

  • Persuasion vs the target's Resolve TL; convince, talk down, sweet-talk
  • Deception vs the target's Insight TL; lie, mislead, run a cover identity
  • Intimidation vs the target's Composure TL; coerce, threaten, project pressure
  • Insight vs the target's Deception TL; read body language, spot the lie
  • Negotiation vs the buyer/seller's TL; bargain, leverage faction discounts

The same margin-of-success rule applies: a check that exceeds TL by 5+ stacks an extra outcome step (an extra concession, a better price, a softer reaction).