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Social Encounter Engine

Start Hex for Persuading Character (PC) and the 3rd Party (3P) Actions
• PC with Low CHR = bottom-most Hex; otherwise any of 4 bottom-most Hexs • PC & 3P take turns to roll 2D6 to navigate their respective Hex Flowers
• 3P starts on the most appropriate of the top-most Hexs Points spending
• Aim: PC to get to the top Hex before 3P gets to the bottom Hexs • PC can spend CPs on their turn to change the face of the Hex they exit
PC’s Points from, e.g. if PC rolls a 6 and spends 3 points they can exit on the 12 face.
• Moderate CHR = +1 Charm Points (CP); High CHR = +3 CP • Similarly, LPs can be spent in the ‘logic area’ (purple) and IPs can be spent
• Moderate WIZ = +1 Intuition Points (IP); High WIZ = +3 IP in the ‘emotional area’ (green)
• Moderate INT= +1 Logic Points (LP); High INT = +3 LP • Only CPs can be spent to alter the face of the Hex the 3P exits from

Persuader’s (PC) Hex Flower 3rd Party (3P) Hex Flower

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