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Using D20 Modern for T20: The Social Hero

I like the idea of the regenerating favors. I'm not sure how SWd20 does it, but if each favor has a certain DC then the regeneration time would be tied to it. If it is an easy roll, then it can regenerate more quickly then one that is harder to get someone to do.
Just to give a general idea...
It would be like the idea of someone lending you a hammer so you can nail up a picture: "Hey, don't mention it."
Asking someone to bail you out of jail: "Boy, do you me."
 
The favors mechanic in Cyberpunk 2020 and other systems I've seen have limits on how often they can be used by the PC. For a small favor, or someone who really likes you (or you pay well), you can call them anytime.

For a larger favor, or someone who is not a close friend or on your graft list, once a week or once a month.
 
I like the idea of regenerating favors, but it becomes difficult to distinguish between the fast regenerating favors and an infrequent contacts.

I also like the idea that favors only regenerate when you (the character) do a favor back for the NPC. I have seen some GM object to style of game mechanic plot hook. I can see how a munchkin would use a favor then spend the rest of the game constantly bugging the contact/GM in an attemt to "regenerate" the favor.

Here's my current Favor/Contact ideas:

Favor: You once did a great service for a person or organization, and they owe you a favor or two. If you can contact the person or group, you can get them to repay part of the favor they owe you. This costs an action point, and you need to make a Charisma check vs DC 10. For the second and subsequent favor requests, the DC increase by 5 cumulative (second is DC 15, third is DC 20, etc). If the favor is particularly dangerous, costly, or unpleasant, the check increases by two steps and if it is all of the above it increases by three. The GM may allow the DC to go down by a step, if the plot allows you to do a favor back for the NPC.

Contact: You know a person or group of people who are in the right place. They are willing, for a price, to pass along information, access to restricted items, cut rate prices on normal goods, and occasionally provide backup. In order to use a contact, you must be able to talk to them and make a wealth check (see missing table), depending upon the nature of the deed. Contacts may be called as often as desired, but too frequent contact may make their prices go up (and ruin the point of the campaign).

The contact is pretty much the same as the D20 Modern book, except a little broader. The favors mechanic is new.
 
This is a first pass at a "Social Combat" scheme. Many people who discuss social interaction mechanics (and dislike them) fall into the idea there should be a combat system, similar to the physical combat system, that allows the player to insult and degrade their opponent until they are no longer part of the group. Or some such thing.

In any case, the social skills are Bluff, Diplomacy, and Intimidate, though others can be used.

This is a simple set of rules to simulate combat between two people (or group to which they belong). Everyone has a stackable circumstance bonus called social status which reflects their overall status within the group. This bonus applies to all social interaction skills for a specific group. If the character interacts with more than one group, they will have a social status in each group. Interacting with a new group will have a starting penalty of -1 to -8 (or more) depending upon how the group looks upon new members. There is no limit to low the penalties can go, but a character may find themselves at a point where making even the simplest of skill rolls to be impossible. The upper limit of the bonuses is equal to the Charisma of the character.

In use, the character performs a manipulate (using their social skills) to demoralize their opponent or to charm the social group. Demoralizing the opponent applies a penalty to their further social rolls while charming the social group gives you a bonus to the same rolls. Each person makes the appropriate skill rolls. If the roll succeeds, the penalty (for demoralization) or bonus (for the charm) is applied. The time required for these actions to take place is highly variable, depending upon how long it takes for the story to circulate through the social group. At a public ball, the trading of insults takes place at one action per combat round. A speech to impress the crowd may take several minutes. Spreading a false rumor can take a few days or weeks.

These bonuses (and penalties) are temporary and fade with time as the group forgets the incidents and moves on to the next one. The rate of loss of the bonus/penalty depends upon the group, the frequency with which it meets, how fast events percolate through the group, and how quickly events change in the group. A suggested base is one point per day. For example, for an on-line hacker group it may be one point every few hours as events swirl at the speed of thought,
 
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