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Social Encounters This check determines the reactors reaction.

You can
spend individual successes to give yourself or a character
This check determines how much you can coerce the
other character into doing. You can either convince them
Settle (WLL)
Unlike the command play, where you are trying to order
Most situations don’t require a violent solution. An of your choice a Boon on their next play, or you can to do one small task with each success, or spend all of
someone, here you are coming to a mutual agreement.
amiable solution is (almost) always possible. spend all of your successes to increase the rating of a your successes on larger tasks, following these costs.
Roleplay or describe how you bartering or debate and
helpful leverage you are benefiting from by 1.
Establishing Encounters • A simple task which risks no injury, such as then make a check, using that description to determine
Assess (EMP) forgetting you came by or handing over an item to the second attribute in the combination.
When two or more characters speak with each other, the you. (1 success)
group may decide to begin a social encounter. When a Here, you strike up simple conversation with the reactor This check determines how many aspects of the deal
social encounter begins, establish the actor and reactor. in hopes of gathering basic information about them, such • A task which may result in some kind of temporary you can establish which the reactor must agree to. For
The actor is the person that engaged the social encounter, as their mood or their occupation, that you can use in harm, such as opening a gate for you against orders each success, you can determine one aspect of your deal.
while the reactors are everyone else involved in the future plays. Roleplay that conversation and then make a or keeping a temporary look out for you. (2 success) What that aspect is will depend on what the deal is.
social encounter. When a social encounter begins, the check, using that description to determine the second Example aspects may be cost (when purchasing goods),
• A task which will likely result in some physical
actor chooses one play to start with. attribute in the combination. duration (when hiring someone), or the specific favors in
harm or lingering non-physical harm, such as giving
This check determines how much information you their vehicle over to you or helping you hide return (if you are trying to get someone to help you).
Encounter Plays can gather from the reactor. You can spend individual evidence of a crime. (3 successes) If the agreement is still unreasonable, the reactor
Social Encounters are composed of these four plays. successes to give yourself a Boon on your next play, or may disagree without needing to contest.
• A dangerous task which risks notable physical harm
Each play has a stated attribute which must always be you can spend all of your successes to decrease the rating
or lingering harm of some other kind, such as giving If the reactor does agree to the settlement, however,
used in the attribute combinations for its checks. Not of a harmful leverage you are suffering from by 1.
you sensitive information about their faction or both you and the reactor gain an instance of leverage
every play has to be used, and plays can be used in any Inquire (EMP) superiors or lying in court to aid you. (4 successes) with a rank equal to the number of aspects the reactor
order. The actor chooses one reactor to use the play on.
With this play, you are trying to delve deeper and A task cannot go beyond the above risks and cost unless agreed to. If the reactor is a PC, they also gain 1 Fortune.
Whenever an actor uses a play, a reactor may contest discover secrets or important facts about the individual. the GM allows for otherwise. Additionally, this play is
the play by making the same check as the actor, turning Roleplay or describe the direction of your conversation not mind control. The GM may decide that a task is
the check into a contested check. Whoever wins counts and then make a check, using that description to unreasonable or that an NPC will simply not comply.
the difference between their successes and their determine the second attribute in the combination.
opponent’s successes, using that number as their number If this play is used on a PC, the player may decide
of successes for determining the results of the play. This check determines what information you can whether or not they agree and will follow. If they actually
Whoever lost then becomes the actor. If there was a tie, gather. For each success, you may ask one of the intend to follow, they gain 1 Fortune per success spent on
the actor remains the actor, but neither actor nor reactor following questions about the reactor’s secrets, you may determining the task they must do and may consider a
benefits from the play. learn one of the reactor’s character traits, or you may ask task a short term goal if it seems appropriate.
the GM 1 question about the character.
If a reactor does not contest a play, then the actor can Convince (EMP)
either choose to use another play, or choose another • Does the reactor have any secrets?
You are trying to bridge a gap of understanding or a
character who then becomes the actor and picks a play. • What is a lock the reactor has on a secret I know? disagreement. Roleplay or describe how you try to make
For each consecutive play an actor makes, they suffer a the reactor understand you and then make a check, using
Bane on any checks made as part of a play. These Banes • What is one leverage for a secret the reactor has
that description to determine the second attribute in the
disappear when someone else becomes actor. which I know exists?
combination.
A character may repeat a play, but repeating a play • What is a fact I know about which the reactor has a
This check determines what points you can come to
forces you to use only the stated attribute for any check’s secret connected to?
understanding upon.You can spend individual successes
attribute combination within that play, causing you to roll If you used this play after the reactor spoke to you, you to get the reactor to agree with or understand one idea
only that attribute. Both choosing a play as an actor and can spend a success to determine if they were lying, that you present to them, or you can spend all of your
contesting a play as a reactor counts as using a play. concealing information, or speaking to truth. successes to create a shared idea or agreement, which
Approach (WLL) Command (WLL) becomes a rank 1 instance of leverage both you and the
reactor have and can use.
As the name suggests, you approach the character, Now you are trying to force a reactor into doing as you
establishing a basis for future plays. Roleplay how you say. Roleplay or describe how you manage to coerce,
present yourself and what your initial interaction with the intimidate, sweet talk, or otherwise command the reactor
reactor is, then make a check using that roleplay to and then make a check, using that description to
determine the second attribute in the combination. determine the second attribute in the combination.
Leverage Harmful Leverage Favors Joining Social Encounters
At times, a character may have some kind of notable When you use a play, a reactor may incorporate an Note that, whenever a character uses the convince play, A character can join a social encounter that is in progress
advantage or disadvantage over another character within instance of leverage into the description of how they they may forgo any checks and instead choose a level of by having the current actor make them the actor, or by
the same social interaction. These advantages are called react and how it impacts your actions. That leverage task and offer a favor to the reactor in return for using the approach play at any time to make themselves a
helpful leverage, while the disadvantages are harmful becomes harmful leverage for that play, causing you to completing the task in order to garner their cooperation. reactor, forgoing the check and it’s effects.
leverage. They impact the checks made during plays. suffer from the effects of that harmful leverage on any
checks made as part of that play. A favor is a specific task which the reactor requires Ending a Social Encounter
An instance leverage is rated on a scale of 1-3. This the actor to perform. The scope of the favor should be
rating can increase or decrease with specific actions and Suffering from harmful leverage on checks gives you roughly equal to the scope of the task the actor asked of Because social encounters have no singular goal, there is
plays, and helps to determine other aspects about that a number of Banes equal to the leverage’s rating on those the reactor. Make note of the success cost of the task the no specific circumstance in which they end. Instead,
particular instance of leverage. checks. Once during a social encounter, as part of a actor asked of the reactor. If the actor has an instance of there are three instance in which a social encounter ends.
check, you can try to overcome an instance of harmful helpful leverage which applies to this situation, it reduces
Helpful Leverage First, every player and the GM agrees that the
leverage you are suffering from as part of that check. that success cost by its rank. Conversely, if the actor has encounter has ended. Second, when every actor and
When you use a play, and you incorporate an instance of When you try to overcome an instance of harmful an instance of harmful leverage which applies to the reactor has used all of their plays. Third, when all but one
leverage into your description or roleplay, that leverage leverage, you first make your check as usual, suffering situation, it increases that success cost by its rank. Use character has withdrawn from the social encounter.
becomes helpful leverage for that play, and you may from the Banes given by the harmful leverage. Then you this new success cost to determine the scope of the favor.
benefit from that helpful leverage on any checks made as Withdrawing
reroll all of the successes you rolled as part of this check. A reactor may simply deny this offer instead of
part of that play. If you still succeed at the check, you decrease the rating At any time during a social encounter, you may decide to
contesting it. If they accept it, however, they gain an
Benefiting from helpful leverage on checks grants of that instance of harmful leverage by 1, and can no withdraw, taking you out of the social encounter and
instance of leverage which has a rating equal to the
you a number of Boons equal to the leverage’s rating on longer suffer from it for the remainder of the social preventing any actors from using plays on you, and you
success cost of the task the actor asked of them. This
those checks. Once during a social encounter, you can encounter. If you fail at the check, the harmful leverage’s from reacting to any plays.
leverage can only be used on the actor which gave them
use a helpful leverage in order to push a roll that is part rating does not change. that favor. A reactor may require the favor done before If you withdraw as an actor, describe how you
of a play. Doing so prevents you from benefiting from its If you have multiple instances of harmful leverage, they try the actor’s task, or may call in the favor later. withdraw and then make a check, using that description
Boons for the remainder of the social encounter. only the highest one which the reactor applied to your to determine the attributes used. On a success, you with-
If the reactor accepts the offer, then the actor also gains 1
If you use a helpful leverage to push a roll and you play impacts that play. draw and no one can react. On a failure, a reactor can use
instance of leverage which has a rating equal to the
roll a consequence, the rating of the helpful leverage is a play against you as you withdraw. Once the appropriate
Leveraging Traits success cost of the task they asked of the reactor. Only
decreased by 1. The consequence describes why such a check for that play is completed, you withdraw.
the reactor can call upon this leverage.
decrease occurred instead of placing another penalty. Traits are a unique source of leverage in that the
If you withdraw as a reactor, you contest the current
character who owns the trait determines if their trait If the actor fulfills their favor, they gain an instance
If you have multiple instances of helpful leverage play with your withdraw. Describe how you withdraw
applies as helpful or harmful leverage to any give play, of leverage which has a rating equal to the success cost
which benefit you during a play, you can only choose one and then make a check, using that description to
regardless of whether or not the actor/reactor knows the of the task they asked of the reactor, they lose the
to apply to that play. determine the attributes used. If you succeed, you do not
trait, and what the rating of that trait is. leverage give by this favor which only the reactor could
benefit from the usual success from contesting that play,
call upon, and the reactor loses the leverage they were
If the character is a PC and the trait is their Sin, they but instead get to choose another character to now be the
granted by this favor. If the actor is a PC, they also gain 1
can give it a rating of up 4 instead of 3. actor and then immediately withdraw. If you fail, the
Fortune and 1 Shard.
actor benefits from their successes on the check as usual,
If a PC grants a trait as helpful or harmful leverage If the actor fails to fulfill their favor, they keep the after which you withdraw. On a tie, the actor remains the
in a way which reinforces their trait, they gain 1 Fortune. leverage given by this favor, and the reactor similarly actor and you immediately withdraw.
Similarly, if they grant their Sin as helpful or harmful keeps the helpful leverage granted by this favor.
leverage in a way which reinforces or goes against their
Sin, they gain 2 Fortune. This gaining of Fortune is done If the cost of a favor goes above 4, it is declined.
as described per the Fortune chapter rules (pg. ___).
Plays in Action Assess Convince • Using the Helpful Leverage: She decides to use the
helpful leverage she and the first man established.
Approach Out on a tennis court, an older man is trying to make a A merchant is bartering with two treasure hunters who
She re-rolls all but the 6, turning her roll into a 1, 3,
connection with his opponent in between serves. He is are trying to get rid of an artifact. One man takes the
A tough guy steps up, rising to his full height and bearing 4, 5, 6, 6. Three successes instead of just one,
using his knowledge of his opponent and their shared lead, trying to use his field experience to convince the
an unsheathed dagger. He is using his size and threats of however she has now rolled a consequence. The rank
business to create a sense of familiarity between the merchant of the item’s value by quoting how much these
violence to set the stage, and so uses VIG (2) + WLL (2). of that helpful leverage has now dropped from 1 to
them, so he rolls OCC (2) + EMP (2). His opponent, the items are usually worth and to who the merchant could
He rolls a 2, 3, 5, 5. Two successes, which result in 2 0. It can no longer be used. Though she managed to
reactor, is suspicious of him after he crossed him on a sell it, so he rolls OCC (3) + EMP (2). The man has
Boons that he will apply to his next play. He knows he is bring herself back on top of the deal, the first man
business deal, and turns a leverage (rank 2) they share for worked with this particular merchant before and, while
dangerous. saw through her and no longer trusts her.
being business partners into harmful leverage. The older they bicker, she trusts him. This familiarity grant him
• Contested: The gunslinger decides to react. She sits man rolls 2 dice total (Occ (3) + EMP (1) – Harmful helpful leverage (rank 1). Now he rolls 6 dice (OCC (3) • Contested (EMP + WLL): The first man then
and coldly watches this display. She measures her Leverage (2)). He rolls 6, 6. Two successes. + AGI (2) + Helpful Leverage (1)). He rolls a 1, 2, 3, 5, contests, arguing that the deal she has made is unfair
chances of winning against the tough guy if a fight 6, 6. Two success. He will try to make the merchant and clearly benefits only herself. He does not relent
• Contested: The opponent contests his play. He tries
breaks out. She is using critical thinking and calm under-stand the value of this item with those successes. with these accusations, so he rolls EMP (2) + WLL
to steer the conversation and the older man’s focus
mind to build up confidence against her opponent, so (1). He also benefits from the helpful leverage, as the
towards the game by outplaying him, so he uses AGI • Contested (OCC + EMP): The man’s partner,
she uses MND (2) + WLL (2). She rolls a 1, 1, 2, 6. merchant still trusts him to keep his end of the deal,
(2) + EMP (2). He rolls 2, 5, 5, 6. Three successes. however, believes he has undervalued the item and is
One success. They take this number and subtract it even though he no longer trusts her. As such, he rolls
This number is subtracted from the older man’s (2 - going to contest the first man’s thoughts and
from the tough guy’s, resulting in one overall 4 dice (EMP (2) + WLL (1) + Helpful Leverage (1)).
3) resulting in one overall success for his opponent. experiences with his own, so he rolls (OCC (3) +
success for the tough guy (2-1), reducing the number He rolls a 1, 1, 5, 6. Two successes. This number is
His opponent spends this success to create 1 Boon EMP (1)). He rolls a 2, 4, 5, 5. Two successes. This
of Boons granted from 2 to 1. The gunslinger is subtracted from the merchant’s (3 - 2) for an overall
for his next play. Because the older man lost the number is subtracted from the first man’s (3 - 2) for
confident, but doesn’t want to fight. Because the one success for the merchant. Thought he men did
contest, he maintains his position as the actor. an overall one success for the first man. Before the
gunslinger lost the contest, she becomes the new not get to set the terms of the deal, they did manage
next actor is determined, this success is spent and
actor. Inquire to keep it from getting out of hand. The merchant
this play is settled. The first man will use his success
uses this success to set the sole aspect of their
Command Following his opponent’s lead, the older man puts his to create the following agreement with the merchant:
agreement: that she will offer the men a fair price of
focus into the game. While playing, he tries to double
As the tough guy nears, the gunslinger gets ready for • The artifact is rare and may have considerable 4 Wealth for this artifact. Though the mean would
down on the conversation, trying to gather information
trouble. She tries to psyche out the tough guy by telling value if whether of the men say is true. have preferred 6 Wealth, they accept the offer to be
about his opponent in a subtle manner, so he rolls AGI
him all the trouble he’s about to find, so she rolls MND rid of it. With the agreement settled, the social
(1) + EMP (2). The previously stated harmful leverage • Now that the play is settled, the next actor is
(2) + WLL (2). She rolls a 1, 2, 5, 5. Two successes. encounter ends.
(rank 2) still applies. As such, he rolls 1 die (AGI (1) + determined. Because the first man’s partner lost the
• Contested: The tough guy won’t back down. He EMP (2) – Harmful Leverage (2)). He rolls a 5. One contest, he becomes the actor. However, he saw how
does a few tricks with his dagger in an attempt to success. he messed up the first play and decides to make the
intimidate her, so he rolls AGI (2) + WLL (2). He merchant the actor, hoping to set up his partner with
• Overcoming the Harmful Leverage: In a foolhardy
rolls 1, 1, 2, 6. One success. This number is an easy way to reduce and simplify the terms of a
move, the older man tries to overcome the harmful
subtracted from the gunslinger’s (2-1), resulting in deal down to simply payment.
leverage by convincing his opponent that he’s sorry
one overall success for the gunslinger. The for that bad deal, and that he didn’t fully understand Settle
gunslinger tells him to hand in his weapon. it’s consequences when pursuing it. He rerolls his 5
The merchant takes the opportunity as actor to try to set
• Resolving With a Favor: The GM thinks the tough and gets a 2. Now he has 0 successes, and the
up a better deal for herself. She notices the dispute
would consider that a 2 or 3 success cost command, leverage's rating is still 2.
between the two men and tries to capitalize on it, driving
as he expects trouble inside, so he won’t follow the • Contested: His opponent uses this chance to dig into a wedge between them and trying to get them to play off
command. Out of desperation, the gunslinger offers a why the older man made that deal. He presses on of each other rather than her, so she rolls MND (2) +
favor. The tough agrees to hand over his weapon. If questions that make older man doesn’t want to WLL (2). She also uses the helpful leverage (rank 1)
the gunslinger follows him and arrests the man he’s answer, so he rolls EMP (2) + WLL (2). He rolls a 3, developed by her and the first man’s previous dealings,
after. He says that the man killed his friend in a 3, 6, 6. Two successes. He asks the older man the so she rolls a total of 5 dice (MND (2) + WLL (2) +
poker game that went sour. The gunslinger takes the following questions, one for each success: Helpful Leverage (1)). She rolls 2, 2, 2, 3, 4, 6. One
chance and follows. Though they have agreed on the success. The men caught on to what she was doing, and
favor, the gunslinger doesn’t know if she’ll follow it • What did you gain out of it?
now the deal isn’t so clean for her.
through yet. With the favor agreed upon, the social • Was the deal worth it?
encounter ends.

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