Manipulate long-term relationships and social dynamics to build alliances, undermine enemies, and shift power in your favor.
Roll 1d100 + Politics skill vs. DR 100
Success: You secure minor support, avoid scrutiny, or gain insight into the political landscape
Strong Success (20+): You sway a decision, marginalize a rival, or broker an influential alliance
Critical Success (40+): You reshape the power structure—altering allegiances, loyalties, or systems
Failure: You attract political backlash, draw attention from rivals, or damage your standing
–10 DR — Target shares interests or ideology
–20 DR — Ongoing alliance or mutual threat
+15 DR — Opponent already politically entrenched
+25 DR — Cultural/political system is foreign or rigid
+20 DR to +50 DR — You’ve suffered recent reputational damage
You're trying to prevent a vote on war in a planetary council. You use Politics to delay proceedings and rally moderates. The GM sets DR to 120 due to pressure from major factions. You roll to see if your maneuver reshapes the outcome.
You approach a city clerk to expedite a permit request for your group. You declare Politics, leveraging past support for their candidate during local elections. The GM sets DR to 80, recognizing the favor is minor and your connection is relevant
Politics is the macro-level diplomatic skill—slow, deliberate, and immensely powerful. While skills like Persuasion or Glibness operate in real-time conversations, Politics unfolds over days, weeks, or longer. It’s about understanding influence networks, building coalitions, and nudging institutions toward your goals.
Success in Politics can change the fate of factions, cities, or star systems. Its effects may be subtle (a delayed promotion, a funding cut) or sweeping (turning public opinion, creating a political crisis). It’s ideal for diplomats, leaders, operatives, and revolutionaries.
Not optimal for sequencing
Sense Motive — Detect hidden agendas or false assurances
Bribery — May undermine political influence if used by opposing party