Ibori re: Ilene (Wil) Persnaion lati)
Deception (Act ot Blt), Consauences of Defeat
‘Causes target to fee or improves Disposition to
[Amable of one step above. Fue Inigues case
target to begin at Uniendly.
Seooce: Iyflence (Persuasion); Posuason (Seduce
Dascpion (Blu); Conpuene of Dee: Inpaoves
targe Disposition by (Persuasion) step upward with
promises of camality or otherwise “inappropriate”
camaraderie. Each day after, Disposition drops by
‘one unt i fills ne step below original
‘Taunt: Irlunce (Awareness); Persuasion (Tat
Deception (Bluff), Consequences of Defeat
Character of Amable or beter Disposition does
‘what they are goaded into, but then Disposition
drops by one step. Those who are Neutral of
Dislike may not perform the askfis dangerous,
and Disposition worsens by one step. Those with
‘worse Dispositions may attack or Bee.
STEP 7: ROLEPLAYING
Good roleplaying can contribute bonus dice (one
or two, usually, but three on occasion), while serious
tales made in-character can result in 1 ~-5 penal
STEP 8: ACTIONS
‘The following are the actions that may be taken
during an Intrigue
INTRIGUE ACTIONS
Assisr: You may support another chanscte’s
arguments, Test Persuasion (9); success grants
ally a bonus of (one-half Persuasion) to his next
confit test result
Const: Pause to observe and evaluate, giving up
action for the exchange. You may gain a +2B on
any one test during next exchange
Fasr Tati: Unleash a steam of nonsense in hopes
of confusing opponent, Persuasion tert vs targets
passive Will. With 2+ degrees of success, he
loses his Cunning rank from Intrigue Defense
until end of next exchange.
‘SPENDING DESTINY POINTS
Gain +1B.This die can exceed the normal imits on bonus dice,
Convert one bonus die into a tet die
Remove ~1D,
SUE} REFERENCE) SHEED @
Inmwence: Most common action in Intigues,
Roll a Persuasion or Deception test, based
fon Intrigue. Success infliets Technique-baved
amount of Influence, multiplied by degrees of.
succes, Targets Disposition Rating toward you
reduces Influence; remaining Influence applies
to target’ Composure. Reducing Compose £9
defeats bis,
-ManivLare: Try to manipulate a eargt into using
1 specific Technique. Persuasion test v. target
passive Will. If success, may choose targets
“Technique for next exchange,
Mouut: Repair Influence damage to Composite
ofa participant through suppor. Test Persasion
(12), modifed by Disposition as usual. Success
restores (Persuasion) Composure to target, ps
‘one Composure per addtional degree of succes
(Quit: Flee an intrigue
Reao Tascer: Awareness test vs. target's passive
Deception. Success leuens target's cutrent
Disposition and current Technique, and a 1D
to all Deception and Persuasion cess for Intrigue
yori OF REPUEATION: Status v= passive Will
resul sucess improves by one step. You may use
‘only once per Intrigue,
Swirei To Comnst: You may discard the Intrigue
and attack with physical violence.
Wrrupnaw: Shore up defenses and ignore words;
Will (Dedication) tet result replaces Intrigue
Defense
‘Lanauaces
‘The inability to speak a targets language can
severely hamper Intrigue, inflicting a -3D penalty
fn all Persuasion and Deception tests. Conversely,
speaking, multiple languages with someone who
might be impressed by such grants a +1B on tests to
Intluence the target.
‘Step 9: REPEAT
“This continues, in initiate onder.
JOINING AN INTRIGUE
When anew parcpantjoins an Ierigueal Iafluence
accumulated i lst. The intrigue begins anew.
STEP 10: RESOLUTION
Once all the members of one side ofthe intrigue have
been defeated, Consequences of Defeat (based on
‘Technique ae applied tall those defeted.
INFLUENCE,
Influence erodes a character’ Composure, When a
character runs out af Composure, he is defeated in
an Intrigue,
[FRUSTRATION
You may subtract Wil] points of Infuence from
a succesfl attack against you in order to accept
4 point of Frustration. Each point of Frustration
Inflcs -1D to all ests during an Intrigue. If your
accumulated Frstration ever exceeds your Will
‘rank, you automatically love an Intrigue as well,
Derear
When a character is defeated in an Intrigue, he
suffers the Consequences of Defeat associated with
the Technique usd agains him,
Yiexpisos You may choose to yield to an opponent,
coffring a compromised outcome, rather than
going down in defeat. This can be done at any
time before an actual defeat occu
esti: IFDefeated, you may bur « Destiny point
to determine the outcome of your defeat rather
than having your aracker determine i
FASTER INTRIGUES
‘As a rule of thumb, if « character’ Status cank is
equal to or greater than the target's Disposition
Rating, the intrigue can generally be bypassed
entirely and che characters assumed to successfully
Inflence the rarget.
BURNING DESTINY POINTS
[Add #5 to your rest result,
Conver all bonus dice into test dice
“Auromatcally succeed on one testa you had rolled the Difficulty exactly
Bestow -1D on opponent.
Remove all damage and injuries (though not woud).
Take an extra Lesser Action.
When defeated, decide the consequences of your own defeat.
Ignore Armor Penalty for one round, Transform another character's succesful tet int a fled test.
Improve of worsen another character's disposition by one step.
[Negate another character's use ofa spent Destiny Point
Add a minor detail wa seen, such a a shoddy lock, a minor
clue, or another useful but small element tht can move the
story along,
Activate envionmental quality
Ignore environmental quality
Automatically compel another characte inanitrgue
Permanently remove the pealies associated with negative quality
Negate the effects of snother characters burned Destiny Pint.
Add a signiticane detail to a sene, such as ging a major cue, fading away out
ofa nasty predicament or some other sgnfcant and uf eleinent ha moves the
sory long in your fe
Avoid certsn death (See Chapter ofthe SFP core rulebook fr details)