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Intrigue Combat

INTRIGUE DEFENSE

Awareness + Cunning + Status +


Bonuses/Penalties

COMPOSURE
Will x3

OBJECTIVES

Friendship
Information
Service
Deceit

Note: Changing objective during Intrigue


heals opponents Composure equal to their
Will.

DISPOSITION
Dispositi
on
Affection
ate
Friendly
Amiable
Indifferen
t
Dislike
Unfriendl
y
Malicious

DR
1

Bonus
Modifier
+5

2
3
4

+3
+1
0

5
6

-2
-4

-6

INITIATIVE
Status + Reputation

Bargain: Negotiate a
favor/trade/service for another.
(Dmg: Cunning / Persuasion:
Bargain / Deception: Bluff)
Charm: Improve target's
disposition. (Dmg: Persuasion /
Persuasion: Charm / Deception:
Act)
Convince: Target support your
position or grant assistance
(disposition stays the same). (Dmg:
Will / Persuasion: Convince /
Deception: Act)
Incite: Make your target angry or
filled with emotions. (Dmg:
Cunning / Persuasion: Incite /
Deception: Act/Bluff)
Intimidate: Frighten and cow your
target. (Dmg: Will / Persuasion:
Intimidate / Deception: Bluff)
Seduce: Fill the subject with
feeling of desire. (Dmg:
Persuasion / Persuasion: Seduce /
Deception: Bluff)
Taunt: Push your opponent to act.
(Dmg: Awareness / Persuasion:
Taunt / Deception: Bluff)

ACTIONS

TECHNIQUES

Like weapons in combat, you use


either Persuasion or Deception.

Assist: Support another character


[9] (ally gain bonus equal to half
your Persuasion).
Consider: Give up your action and
wait (gain +2 on next exchange).
Fast-Talk: Unleash a stream of
nonsense in hope of distracting
opponent (Persuasion vs Will:
target loose Cunning in their
Intrigue Defense).
Influence: Influence your
opponent (default of any Intrigue).
Manipulate: Manipulate your
opponent's emotions (Persuasion
vs Will: choose opponent technique
for next exchange).
Mollify: Restore Composure into a
target [12] (restore opponent's
Composure equal to your
Persuasion).
Quit: Flee the Intrigue.

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Intrigue Combat

Read Target: Hold back and read


your target (Awareness vs
Deception learn opponent's
Disposition and Technique; you
gain +1D on Deception or
Persuasion for the entire Intrigue).
Shield of Reputation: Fall back
on your reputation and status to
influence your target (Status vs
Will: improve target's Disposition
one step, once per Intrigue).
Switch to Combat: Abandon the
Intrigue and attack your target
(Intrigue ends and combat begins,
may have consequences...).
Withdraw: Take a step back from
the Intrigue, concentrating on
defense (Add your Dedication to
your Intrigue Defense).

FRUSTRATION

Each point of frustration gained


removes an amount of influence
(intrigue damage) equal to your
Will Rank.
Each point of Frustration imposes a
-1 Deception/Persuasion test result.

If your frustration exceeds your Will


rank you are defeated because you
lose your Composure.
Accumulated Frustration is
removed at the end of each
combat

DEFEATED (COMPOSURE 0)
The consequences of defeat depend
on the technique used.

Bargain: Receive a service


Charm: Improve targets
disposition by one step.
Convince: Make target support
your position or grant assistance.
Incite: Short term effects. Turn
opponent against another. Reduce
target's Disposition one step per
rank in Persuasion.
Intimidate: Target is afraid, does
what you ask, reveal information.
Seduce: If Friendly, you seduce
your target.
Taunt: Push an opponent to act.

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