Post by Raithe Nightwalker on Nov 8, 2014 22:55:34 GMT
Intrigue is the battle of the mind, will, and most importantly, of words. Whenever a social situation arises that cannot be resolved through roleplaying alone, an Intrigue contest occurs. Such encounters can include negotiations and interrogations but can also represent seduction, forging alliances, provoking attacks, and a variety of other actions.
The abilities that affect your intrigue skill most are:
-Awareness
-Cunning
-Deception
-Persuasion
-Status
-Will
Influence:
The aim of every intrigue is to gain enough Influence to compel your opponent to say, reveal, do, or act as you want. Whether you’re trying to change a person’s mind, pass yourself as someone or something else, or even just get them into bed, the process is the same. In a way, Influence functions a lot like damage. As with Combat, you roll a conflict test, using either Deception or Persuasion dice (in place of Fighting), against your opponent’s Intrigue Defense. A success generates an amount of Influence that applies against your target’s Composure (in place of Health). Once you reduce an opponent’s Composure to 0, you defeat him or her and decide the consequences. There are no 'Wounds' or 'Injuries' in an Intrigue contest.
Types of Intrigues:
Simple Intrigues:
Are useful for bluffing your way past a guard, pretending to be someone other than you are, or ferreting out information in a relaxed environment. Generally, simple Intrigues are used when the intended outcome is not out of character for your opponent. Simple Intrigues are also used to resolve exchanges between characters with large disparities between their Status abilities. Whenever you try to influence another character whose Status is 3 or more ranks lower than yours, you may use a simple intrigue to handle the exchange. These tests; a) Usually involve two people, or b) Involve a single test and exchange.
Standard Intrigues:
These contests arise when a simple Intrigue won’t suffice. Usually, standard Intrigues come into play when Player Characters and Major NPCs try to influence each other. These exchanges can involve convincing another character to do something potentially dangerous or out of character, to bargain for a much better price, or to intimidate someone into coughing up guarded information. As a good rule of thumb, standard intrigues occur whenever your intended outcome is dangerous for your opponent or out of character for their usual behavior. These tests; a) Involve two or more characters, and b) Have multiple tests and exchanges.
Complex Intrigues:
Above standard and simple intrigues stand complex intrigues. These exchanges are challenging, involving convoluted negotiations, cunning interplays, and usually a variety of opponents. A complex intrigue consists of several standard intrigues whose outcome influences the outcome of the complex intrigue. In a way, these standard intrigues represent the battles, and complex intrigue describes the war. You use complex intrigues whenever your outcome has far-reaching consequences, when your objectives involve several characters, and when the outcome is particularly dangerous. These tests; a) Involve several participants and b) Occur over the course of several standard intrigues, and c) Require multiple intrigue victories of multiple degrees of success.
If one character posts that they wish to test their Persuasion or Deception skill against an enemy, and their opponent does NOT reply with their own goal and roll request, then the first players gets what is called a Simple Intrigue. Their skill is tested against the opponent's passive result, which is one of their Attributes x4, with the attribute differing based on the type of Persuasion or Deception specialty used.
IF the opponent replies, demanding a more complicated intrigue, then the two are rolled against each other as if they are in combat, with Persuasion/Deception replacing their Fighting Skill, and their Intrigue Defense replacing their Combat Defense.
For further clarification, both sides need to want something for a complicated intrigue to be rolled. If one side simply wants to avoid giving what the other asks, it's rolled as a simple intrigue.
The abilities that affect your intrigue skill most are:
-Awareness
-Cunning
-Deception
-Persuasion
-Status
-Will
Influence:
The aim of every intrigue is to gain enough Influence to compel your opponent to say, reveal, do, or act as you want. Whether you’re trying to change a person’s mind, pass yourself as someone or something else, or even just get them into bed, the process is the same. In a way, Influence functions a lot like damage. As with Combat, you roll a conflict test, using either Deception or Persuasion dice (in place of Fighting), against your opponent’s Intrigue Defense. A success generates an amount of Influence that applies against your target’s Composure (in place of Health). Once you reduce an opponent’s Composure to 0, you defeat him or her and decide the consequences. There are no 'Wounds' or 'Injuries' in an Intrigue contest.
Types of Intrigues:
Simple Intrigues:
Are useful for bluffing your way past a guard, pretending to be someone other than you are, or ferreting out information in a relaxed environment. Generally, simple Intrigues are used when the intended outcome is not out of character for your opponent. Simple Intrigues are also used to resolve exchanges between characters with large disparities between their Status abilities. Whenever you try to influence another character whose Status is 3 or more ranks lower than yours, you may use a simple intrigue to handle the exchange. These tests; a) Usually involve two people, or b) Involve a single test and exchange.
Standard Intrigues:
These contests arise when a simple Intrigue won’t suffice. Usually, standard Intrigues come into play when Player Characters and Major NPCs try to influence each other. These exchanges can involve convincing another character to do something potentially dangerous or out of character, to bargain for a much better price, or to intimidate someone into coughing up guarded information. As a good rule of thumb, standard intrigues occur whenever your intended outcome is dangerous for your opponent or out of character for their usual behavior. These tests; a) Involve two or more characters, and b) Have multiple tests and exchanges.
Complex Intrigues:
Above standard and simple intrigues stand complex intrigues. These exchanges are challenging, involving convoluted negotiations, cunning interplays, and usually a variety of opponents. A complex intrigue consists of several standard intrigues whose outcome influences the outcome of the complex intrigue. In a way, these standard intrigues represent the battles, and complex intrigue describes the war. You use complex intrigues whenever your outcome has far-reaching consequences, when your objectives involve several characters, and when the outcome is particularly dangerous. These tests; a) Involve several participants and b) Occur over the course of several standard intrigues, and c) Require multiple intrigue victories of multiple degrees of success.
If one character posts that they wish to test their Persuasion or Deception skill against an enemy, and their opponent does NOT reply with their own goal and roll request, then the first players gets what is called a Simple Intrigue. Their skill is tested against the opponent's passive result, which is one of their Attributes x4, with the attribute differing based on the type of Persuasion or Deception specialty used.
IF the opponent replies, demanding a more complicated intrigue, then the two are rolled against each other as if they are in combat, with Persuasion/Deception replacing their Fighting Skill, and their Intrigue Defense replacing their Combat Defense.
For further clarification, both sides need to want something for a complicated intrigue to be rolled. If one side simply wants to avoid giving what the other asks, it's rolled as a simple intrigue.