Let me know what you want here.
= Awareness + Cunning + Status + Bonuses
= 3 x Will
|Simple||A single test, two participants, short-term consequences|
|Standard||Several tests, two or more participants, long-term consequences|
|Complex||Many tests, many participants, takes place over several Standard Intrigues, far-reaching consequences|
The GM sets the scene:
Set the objective of the intrigue. Common goals are:
Each participant's outlook on the others in the intrigue.
|Name||DR||Deception Mod||Persuation Mod|
Each participant rolls a Status test with bonus Reputation. This is the order of initiative unless someone has Eloquent.
Select a technique to use in the Intrigue. You may use either Persuation or Deception for the following techniques so long as it makes sense.
|Name||Influence||Persuation Spec.||Deception Spec.|
|Intimidate||Will||Intimidate||Act or Bluff|
|Assist||Support another character by beating a Challenging(9) Persuation test and give your target half your Persuation rank (round down) to their next test as a static modifier.|
|Consider||Pass on your action. You gain 2 bonus dice on any 1 dice you take next. These bonus dice cannot exceed the rank of the ability you'll use. Excess bonus dice are lost after that single roll.|
|Fast Talk||Many a Persutation test against the target's passive Will result. If you achieve at least 2 degrees, the target loses his Cunning rank from his Intrigue Defense until the end of the next exchange.|
|Influence||Roll a Deception or Persuation test with bonus dice from your technique. If successful, you influence them by the amount from your technique * degrees of success. You reduce all Influence by the target's Disposition Rating. Remaining Influence applies to their Composure.|
|Manipulate||Goad the target into using a specific technique of your choosing with a successful Persutation vs passive Will test.|
|Mollify||Roll a Persutation test vs Formidable(12) taking into account Disposition to restore Compure equal to your Persuation rank plus 1 per degree to the target.|
|Read Target||Make an Awareness test against the target's passive Deception result. If you equal or beat it, you learn the target's current dispositon and the technique being used. You gain 1 standard dice on all Persuation and Deception tests for the duration of the Intrigue.|
|Shield of Reputation||Use your Status to influence the target. Roll a Status vs base Will test. If you equal or beat it, the target's disposition automatically improves by one step. Can only be used once per intrigue.|
|Switch to Combat||To arms!|
|Withdraw||Roll a Will test with bonus from Dedication. This result replaces your Intrigue Defense until the end of the next exchange.|
Go to step 2.
Someone is screwed.