gm-assistant/data/interaction-intrusion.yaml

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name: Interaction related GM intrusion
source: Cypher GM Intrusion deck
type: random-choice
choices:
- A local do-gooder, busybody, reporter, person of authority, or otherwise observant person starts paying close attention to the interaction.
- An NPC friendly to the character shows up and invites themselves to the conversation.
- The NPC is in a hurry to wrap up the interaction because they have another appointment conflicting with or immediately following it.
- The NPC has a serious addiction problem (drugs, alcohol, gambling, or something similar). Until the character helps the NPC satisfy this need, the interaction is hindered.
- An intoxicated person overhears part of the interaction and starts repeating it loudly to another person or to the NPC and character.
- The NPC has reached the limit of the help they can provide, and now the character needs to talk to the NPCs superior— which will take time to arrange.
- The NPC asks the character for something that would complicate the situation, such as being allowed to stay at their home for a while or travel with them to their next destination.
- The NPC wont interact with the character unless the character gives an answer to a difficult religious or philosophical question relevant to the NPCs interests.
- The NPC has started a new hobby or sport and is obsessed with it.
- The NPC is able to provide exactly what the character wants, but requires the character to promise a favor to be named later.
- The NPC has some hearing loss. Unless the character uses a nonverbal communication technique, the interaction is hindered by two steps.
- The NPC insists on speaking an unusual language or using obvious slang or code.
- The NPC is prejudiced against the character for some reason (such as gender, class, hair color, place of origin, social status, or perceived profession). The interaction is hindered by three steps. Perhaps another character should do the talking.
- A passerby asks for a light for their cigarette or asks for a cigarette. Theres something intimidating or off-putting about this person.
- The NPC just inherited something unusual or mysterious and keeps bringing the conversation back to that topic.
- The NPC is intimidated by someone who is watching. Until the character can remove this other person from the situation, the interaction is hindered.
- The NPC drops a tempting offer for a side job or quest that will take some time and delay whatever the interaction is about.
- A character or NPC at the interaction suddenly has a nosebleed.
- The NPC talks in circles and isnt clear about their intentions, what they want, or what they can provide the character.
- The NPC is in a bad mood or distracted due to pain or a physical ailment (aching feet, crick in the neck, stomach distress, and so on). Unless this is alleviated, interactions with the NPC are hindered by two steps.
- Someone or something interrupts the interaction, completely distracting the NPC from the conversation.
- An uncomfortable condition (the weather, annoying insects, the odor of someone or something nearby) distracts or annoys the NPC. The interaction is hindered until the character finds a way to improve the situation.
- The interaction becomes longer and more complicated than expected, requiring one hindered task and two eased tasks.
- The NPC confesses they recently saw something supernatural (slightly unusual for the setting), and it greatly worries them. What they saw might be genuine, a trick, or a symptom of an undiagnosed illness.
- The NPC recently met someone famous or important, and that meeting is all they can talk about.
- The NPC wants the character to make a scene. If the character does so, finishing the interaction with the NPC later is eased by two steps, although the scene might impair interactions with other NPCs.
- The NPCs information is actually secondhand. Whether it is completely accurate is up to the GM.
- An unknown entity attempts to kidnap the NPC during the interaction.
- An uncomfortable condition (the weather, annoying insects, the odor of someone or something nearby) is distracting the NPC. Until the situation improves, theyll complain rather than talk about the intended topic.
- The NPC wont engage until theyre a little intoxicated (using drugs or alcohol). While theyre still sober, the interaction is hindered by two steps.
- The character realizes that the NPC plans to betray or double-cross them once the interaction is done.
- The weather suddenly changes to something loud and distracting. If the interaction is outside, communication becomes impossible for five minutes. If the interaction is indoors, the noise of the weather (or other creatures reaction to it) makes it impossible to communicate verbally for several minutes.
- The NPC or character notices a pickpocket stealing from someone.
- The NPC has a mild addiction problem (drugs, alcohol, gambling, or something similar). If the character helps the PC satisfy this need, the interaction is eased.
- The NPC stops talking to the character and begins a conversation with someone else. The NPC ignores the character and wont continue the interaction with them.
- Another important NPC arrives and urgently needs to talk to the character, starting a second simultaneous interaction. Both are hindered as the character has to keep moving back and forth between the two.
- The NPC keeps talking about how they are owed a lot of money by someone.
- The NPC turns the tables and demands that the character help them achieve their own secret plans. If the character helps the NPC with this (providing information, giving money or an item, offering assistance, and so on), the interaction succeeds. Otherwise, the interaction fails.
- The NPC is focused on or distracted by something important in their own life. The interaction is hindered by two steps until the character learns about and helps with the other matter.
- Out of nowhere, a dangerous creature or person interrupts the interaction and attacks the NPC.
- The NPC thinks theyve met the character somewhere before and keeps bringing it up until they figure it out. (It might have been a chance meeting, or the NPC might be mistaken.)
- The NPC starts to copy the characters mannerisms and accent.
- The NPC is impaired (drugs, alcohol, anxiety, demonic possession, and so on) and misinterprets what the character is saying and/or provides incorrect information as if it were true.
- The NPCs spouse, significant other, or child intervenes in the conversation.
- The NPC is conflicted because an influential group (guild, secret society, cult) is trying to recruit them with a tempting offer.
- An NPC hosting the interaction (store merchant, restaurant owner, barkeep, innkeeper) says they need to close up shop, urging the NPC and character to quickly leave.
- Local authorities show up to arrest the NPC, who professes their innocence. If the character successfully intervenes, the rest of the interaction is eased, but a failed intervention might get the character arrested as an accomplice.
- The NPC is alternately threatening and conciliatory toward the character.
- The NPC is distracted by something interesting in the area (a cute baby, an unusual pet, a strange costume or uniform). The interaction is hindered until the character can figure out a way to use the NPCs interest to their advantage.
- The NPC tries to impress someone else who is watching (perhaps a superior or paramour), such as by standing firm on their opinion, talking down to the character, or otherwise refusing to cooperate. The interaction is hindered until the character finds a way to overcome this obstacle.
- The NPC makes a casual threat against an innocent person—someone in the area or another NPC that the character cares about.
- The NPC offers the character something (a taste of their dinner, a glass of wine, recreational drugs), either as a gesture of peace or to test the characters identity. Unless the character accepts, the interaction is hindered by two steps. The offered item might be safe, poisoned, or intoxicating.
- The NPC insists on a strange setup, such as sitting at opposite ends of a very long table.
- The NPC wont interact unless the character first bests them in a game of skill or chance (a sporting match, board game, arm wrestling, dueling dares, and so on).
- The NPC interprets something about the situation as bad luck or a bad omen (eating fish before sundown, stepping into a room with the wrong foot, three people wearing the same color). The interaction is hindered by two steps unless the character can find a good omen or correct the NPCs impression.
- A recent victory or success has made the NPC extremely self-assured and arrogant, hindering the interaction.
- Out of nowhere, a dangerous creature or person interrupts the interaction with an area attack that affects the NPC, the character, and others nearby.
- The NPC is extremely hungry. Until theyve finished at least half of a full meal, the interaction is hindered.
- The NPC needs a gift for an anniversary, birthday, or similar event for a friend or loved one. If the character provides an appropriate gift, this and future interactions with the NPC are eased.
- The NPC is greedy. Unless the character bribes them with something valuable (like a manifest cypher or an expensive item), the interaction is hindered by two steps.
- The character completely misreads the NPC and says exactly the wrong thing. This interaction and any further interactions with the NPC are hindered by two steps.
- An altercation or argument breaks out between two other nearby NPCs, and physically spills over into the interaction.
- The NPC keeps talking about how they owe someone important or dangerous a lot of money. Helping them with this situation eases future interactions with the NPC by one or two steps.
- The NPC becomes very talkative about an entirely different topic than what the character wants to discuss. The character has to either listen patiently for half an hour before the NPC returns to the original topic, or interrupt and redirect the conversation (which requires a successful persuasion task that is hindered by two steps).
- The NPC plans to abandon the connection the character relies on them for (by quitting the guild, moving to a new city, choosing a new religion). This is the last relevant interaction with the NPC unless the character can change their mind.
- The character accidentally insults the NPC. Unless they apologize and make amends for this insult, interactions with the NPC are hindered by three steps.
- Someone nearby starts laughing just as the NPC or character laughs, or seemingly in response to a sensitive topic being discussed. Were they listening in, or was it a coincidence?
- The NPC is vain or conceited. The interaction is hindered unless the character provides a lot of flattery and compliments (though doing so makes the interaction take twice as long).
- The NPC is distracted by someone (another NPC or a different character) who they find extremely attractive. The interaction is hindered until the character can figure out a way to use the attraction to their advantage.
- Another person arrives or decides to intervene in the conversation and forbids the NPC from interacting further with the character.
- The NPC is physically attracted to the character and wont interact in any meaningful way unless the character appears to return the feeling.
- The NPC is seriously injured or ill (although this may not be immediately apparent to the character). The interaction is hindered until the NPC is provided some relief from their symptoms.
- All of the lights in the area go out, plunging everything into darkness. Theres mild panic from other people as they scramble to find a light.
- Out of nowhere, a dangerous creature or person interrupts the interaction by making an attack against the character.
- The NPC recently avoided death (an attack, accident, car collision) and is very shaken up about it.
- The NPC wants the character to reveal a relevant personal secret (true feelings on a certain topic, if theyre carrying a specific item, and so on) before continuing the interaction. The character can lie, but the lie will have to convince or fool the NPC.
- A recent traumatic event (such as a death in the family, end of a relationship, or loss of something precious) has made the NPC extremely distraught, hindering the interaction.
- The NPC starts telling a long story that seems relevant to the current topic, but after a while the character realizes that its not. They can wait it out or steer the NPC back to the topic with a persuasion task.
- The NPC expresses themselves poorly. What they say is confusing and easily misunderstood.
- The NPC is nervous (checking the door, their watch, and so on) as if expecting something or someone.
- Its difficult to read the NPCs emotions and reactions (theyre a machine, are wearing a mask, are medicated, or the like). The interaction is hindered.
- The presence of a person or creature (bodyguard, slave, relative, pet) associated with the NPC makes the situation strange or awkward.
- The interaction becomes longer and more complicated than expected, requiring one eased task and two hindered tasks.
- The NPC agrees to interact with the character only if they first take part in a religious ritual (such as a blessing, purification, demonstration of faith, or prayer session). The ritual is harmless but will take about half an hour to complete.
- The NPC commits a cultural or social faux pas (belching, touching food with the wrong hand, snapping for a servants attention), drawing negative attention from others. The character will need to mollify the other NPCs before the main interaction can continue.
- An unexpected emergency (car collision, fire, phone call about an injured friend, and so on) happens and the NPC has to leave the conversation. If the character helps out with the emergency, the next interaction with the NPC is eased by two steps.
- Local authorities (city guards, police, a county sheriff, and so on) begin exerting pressure (justifiably or not) on someone nearby. The NPC the character is interacting with is curious, outraged, or pretending its not happening.
- The NPC seems to agree with the character and wants to help, but misunderstands what was being asked of them. The character needs to work on the interaction further (including succeeding at another task).
- The NPC does something that reveals they are much more than they appear—in truth, they are a skilled warrior, cyborg, shapechanger, wizard, demon, and so on. The rest of the interaction is hindered as the character reassesses the situation.
- The NPC loses track of the details and asks the character to start at the beginning, or at least summarize whats been discussed so far.
- The NPC accidentally reveals a valuable secret (theyre a former addict, the mayor is having an affair, the watchdog is old and blind). They make it clear that sharing or making use of this secret will lead to terrible consequences, either for the character or for the NPC.
- A seemingly friendly NPC sneakily approaches the interacting NPC, as if meaning to surprise them (perhaps even putting their hands over the NPCs eyes).
- Its the NPCs birthday, and they hint that the character should give them a gift. If the character gives them a suitable gift, the interaction is eased by two steps.
- The character reminds the NPC of someone they greatly dislike (voice, appearance, manner of speaking, and so on), hindering the rest of the interaction.
- The NPC feels that the character is taking advantage of them somehow. After this conversation is concluded, the NPC refuses to interact with the character.
- A group of people (street buskers, a flash mob, or a comedy improv group) start performing nearby and distract the NPC.
- There is a sudden loud noise, strong smell, or other distracting event nearby that interrupts the conversation. The NPC wants to investigate or is startled and wants to flee.
- The NPC insults the character (intentionally or accidentally). The characters reaction determines if the rest of the interaction is eased, hindered, or normal (GMs discretion based on the NPCs personality).
- The NPC says they need to continue the interaction in a different location (too many spies, negative auras at this restaurant, have another appointment), requiring at least ten minutes of travel.
- The NPC is extremely cooperative and tells the character what they need to know, but there is a lingering suspicion that the interaction was too easy or the NPC has a secret motive.