2.21.7 Resisting influence or intimidation

A character can successfully resist influence/intimidation (e.g. temptation, emotional appeal, oratory, persuasion through logical argument, information gathering, threats, manipulation, torture, etc.) if he/she makes a dice roll using his/her WP + Influence (including Assertion specialism) or using his/her WP + Trance (including Resisting influence specialism), whichever is better, and gains a better result than that of the person attempting to influence or intimidate him/her.

There are bonuses or penalties to the resistance dice roll, depending on the character's behaviour traits and the consequences he/she will suffer if he/she gives in to the influence/intimidation and complies:

Behaviour traits Modifier to resistance dice roll
Character has a specific behaviour pattern that encourages the action demanded -2
Character has a specific behaviour pattern that discourages the action demanded +4
Character has a code of conduct that encourages the action demanded -3
Character has a code of conduct that discourages the action demanded +3
Character has an irrational fear discouraging the action demanded +2
Character has a minor phobia discouraging the action demanded +4
Character has a major phobia discouraging the action demanded +6
Character has an irrational fear encouraging the action demanded -2
Character has a minor phobia encouraging the action demanded -4
Character has a major phobia encouraging the action demanded -6
Consequences of the character complying with the influencer's/intimidator's suggestion Modifier to resistance dice roll
Highly life-threatening (e.g. divulging the location of a mafia boss, fighting a dragon because of the pot of gold it is guarding, jumping off a cliff) +6
Significant downside to the offer (e.g. a guard letting someone through a gate, seduction in a society where adultery is a taboo and there is a high risk of being found out, divulging a secret that is not very important to them but which could result in punishment/chastisement for revealing) +3
Ordinary with little or no apparent downside (e.g. a guard letting a casual offender go, eating an offered apple, revealing an interesting tidbit of gossip) +0
Enjoyable/desirable with little or no apparent downside (e.g. seduction in a society where promiscuity is common, a guard holding up the progress of someone he/she doesn't like anyway) -2
Once in a lifetime opportunity (e.g. accepting gift of a year's salary) -4
Life-saving (e.g. accepting offered food when starving) -6

In addition, the relationship between the character and the person attempting to influence/intimidate him/her results in a modifier to the resistance dice roll, which will vary depending on the type of influence/intimidation being exerted, as follows:

Relationship with person attempting to influence or intimidate the character Modifier to resistance dice roll
vs. Temptation vs. Emotional appeal vs. Oratory vs. Logical argument vs. Information gathering vs. Threats vs. Manipulation vs. Torture
Character loves him/her -2 -4 -4 -2 -6 -2 -2 -2
Character likes him/her -1 -2 -2 -1 -4 -1 -1 -1
Character trusts him/her -2 +0 -1 -1 -2 +0 +0
Character respects his/her capabilities +0 +0 -1 -1 -2 -2 +0 -1
Character does not know him/her or is neutral towards him/her +0 +0 +0 +0 +0 +0 +0 +0
Character fears him/her +1 +1 +0 +0 +2 -4 +0 -2
Character is disrespectful of his/her capabilities +0 +2 +1 +1 +2 +2 +1 +1
Character distrusts him/her +1 +3 +2 +2 +3 +1 +0
Character dislikes him/her +1 +3 +3 +1 +4 +2 +1 +1
Character hates him/her +3 +5 +5 +2 +5 +4 +2 +2

For people that a character has only just met, the relationship is determined by how well the character establishes a rapport with them.