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SOCIAL MOVES

SOCIAL MOVES

When you’re trying to retain dignity when embarrassed in front of important figures, roll
+Charm. On a hit, your dignity remains mostly intact. On a 10+, you recover admirably and take +1
forward.

When you curry favour with an important figure, roll +Charm. On a 10+, you gain +1 Influence
with them. On a 7-9, take +1 Influence, but the MC chooses 1:
● You are required to pledge your support or assistance to them.
● You damage your relationship with another party, take -1 Influence with them.
● You attract the attention of their enemies.
● You must give them an immense “gift” worth 1 or 2-profit.

When you host an important social event, roll +Profit spent. On a 10+, choose 3. On a 7-9,
choose 1.
● Everyone who you’d want to appear shows up.
● Hold 1 and spend it to take +1 forward.
● No-one you’d rather didn’t appear shows up.
● Your event or ceremony is the talk of the sector.
● Your security preparations ensure that any of your allies have +1armour if fighting breaks out.

INFLUENCE MOVES

When you marry off a member of your family to an important member of an organisation, take
+2 Influence with that organisation.

When you seek aid and succor from an important organisation, roll +Influence. On a hit, they
will grant you aid, but you will owe them a favour of their choice; on a 7-9 the MC chooses 1:
● You’ll have to spend X profit to grease the wheels.
● You’ll have to perform the favour first.
● You expend your influence with the organisation, take -1 Influence.

When you hit +4 Influence with an important organisation, set your influence back to +0 and
the MC chooses 1:
● They grant you a special title, rank, or honour; take +1 to on all Charm moves against members of this
organisation.
● They make a major gift to you.
● The organisation becomes Aligned to you.

When you seek aid and succor from an Aligned organisation, roll +Influence. On a hit, they
grant you aid as you request. On a 7-9, you’ll owe them a favour.

When you hit -4 Influence with an important organisation, they become your foe; either
politically or directly. set your Influence with them to N/A and your Enmity with them to +1.

At the start of every session, roll +Enmity with every opposed organisation. On a 10+, the MC
holds 1. On a 7-9, the MC can choose: hold 1 and take -1 Enmity with that organisation, or take +1
Enmity with that organisation. On a miss, nothing happens. The MC can spend their hold to have
your foes show up and damage your plans.

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