| Nimor Starseeker |
What are some good examples of using the analyst envoy expertis? A player in my group wants this ability and I (Game Master / Starlord) want to make encounters where this can be used. I want to give the player opportunities to shine being this detective/investigator type. I just don’t know how to employ true/false negatives/positives into the adventure. Normally, I just tell the pc if they succeed or fail their sense motive rolls.
Does anyone have good examples of using false/true positives and false/true negatives in their campaigns?
From the CRB 64
Analyst (Ex; Sense Motive)
You have been taught to carefully consider your own assumptions, making it much less likely you assign false motives to other creatures. When using Sense Motive to detect deception or discern a secret message, as long as your expertise die roll result is not a 1, you dorn’t think a truthful statement contains deceptions or infer false information from a secret message even if you fail your check by 5 or more.
| breithauptclan |
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I haven't ever been in a game that involved things like this, though I think it could be a lot of fun with the right group.
My first suggestion is to adapt the Intrigue rules - which should map over almost exactly.
Some more concrete examples that I am kicking around in my head currently:
An outpost/station/village that has a few different factions - your players have to figure out how they want to ally with or at least interact with the factions. So they would need to use Sense Motive to figure out what these factions are actually trying to do. They would also need to use Sense Motive in order to detect which faction a particular person they are talking to is actually affiliated with. Plenty of opportunities for NPCs to lie and try to swindle and hoodwink the players.
A disabled spacecraft is found. When the players board it, they find that there are several rather paranoid people still on board. Most are distrustful of the players and the players will probably need to use Diplomacy in order to talk to them at all. It turns out that the ship being disabled is the result of sabotage - by someone who is still on the ship. Now the players need to use Sense Motive to determine who the saboteur is.