You are on page 1of 1
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)

You might also like