Skip to content

Negotiation

Environments Designed by JumboChicken_ • Art by Anailis Dorta
Tier
1
Type
Event
Difficulty
0
Impulses
Get the better deal tempt with bargain find common ground

Environment overview

The party works to persuade their adversary into striking a deal that is advantageous.

Potential adversaries

Merchant

Features

Passives

passive
  • Patience

    The adversary's patience for negotiation is limited. The Difficulty of this environment starts at 12. To successfully finalise the deal, the PCs must force the adversary to mark all of their Stress before they complete a Consequence Countdown (6) and end talks. For each Stress marked by the adversary, lower the Difficulty by 1.

    Questions
    • How do you whittle their guard down?
    • What do you do that tests their patience?
  • Read Your Opponent

    A PC can can make an appropriate action roll to interpret the adversary's intentions. On a success with Hope, learn a motivation (something to appeal to) and a pitfall (something to avoid). On a success with Fear, learn one of the two. On a failure, a PC can mark a Stress to learn one. A PC with an appropriate background or Experience can learn an additional detail and ask a follow-up question about the scene and get a truthful (if not always complete) answer.

    Questions
    • What sign gives away their intentions?
    • How do you intent to use this to your advantage?
  • Play Into My Hand

    PCs can gain advantage on rolls by proposing things aligned with the adversary's motivation, or disadvantage by doing something that alludes to their pitfall.

    Questions
    • What do you mention that makes them more receptive?
    • How do you cause them to be more guarded?

Actions

action

Reactions

reaction
  • Let's Make a Deal
    Fear 1

    If the Countdown is at 2 or lower, you can spend a Fear to have the adversary make an offer or reveal a requirement that the PCs wouldn’t easily agree to, such as a large bribe, a difficult request or favour, or a major compromise. If the PCs agree to their terms, the negotiation ends. If the PCs reject the offer, they must each mark a Stress and the Countdown ticks down by 1.

    Questions
    • What are the terms offered?
    • What makes them so difficult to pass up?

About this environment

Credit: princeyasuke.yt (freshcutgrass.app) for initial draft
Art Credit: Burning Pact by Anailis Dorta (© Slay the Spire 2)
Touchstone: Draw Steel (Motivations, Pitfalls)

Tip: You can edit the Difficulty to “Special (see “Patience”)” by using your browser’s developer tools and replacing the “0”. When you download the card, the image will render properly.

Negotiation

Tier 1 Event

The party works to persuade their adversary into striking a deal that is advantageous.

Impulses: Get the better deal, tempt with bargain, find common ground

Difficulty: 0

Potential Adversaries: Merchant

Features

Patience - Passive: The adversary's patience for negotiation is limited. The Difficulty of this environment starts at 12. To successfully finalise the deal, the PCs must force the adversary to mark all of their Stress before they complete a Consequence Countdown (6) and end talks. For each Stress marked by the adversary, lower the Difficulty by 1.
  • How do you whittle their guard down?
  • What do you do that tests their patience?
Read Your Opponent - Passive: A PC can can make an appropriate action roll to interpret the adversary's intentions. On a success with Hope, learn a motivation (something to appeal to) and a pitfall (something to avoid). On a success with Fear, learn one of the two. On a failure, a PC can mark a Stress to learn one. A PC with an appropriate background or Experience can learn an additional detail and ask a follow-up question about the scene and get a truthful (if not always complete) answer.
  • What sign gives away their intentions?
  • How do you intent to use this to your advantage?
Play Into My Hand - Passive: PCs can gain advantage on rolls by proposing things aligned with the adversary's motivation, or disadvantage by doing something that alludes to their pitfall.
  • What do you mention that makes them more receptive?
  • How do you cause them to be more guarded?
Let's Make a Deal - Reaction: If the Countdown is at 2 or lower, you can spend a Fear to have the adversary make an offer or reveal a requirement that the PCs wouldn’t easily agree to, such as a large bribe, a difficult request or favour, or a major compromise. If the PCs agree to their terms, the negotiation ends. If the PCs reject the offer, they must each mark a Stress and the Countdown ticks down by 1.
  • What are the terms offered?
  • What makes them so difficult to pass up?

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.