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Taking Turns

Seção Intrigues

Texto

Err20 p. 2
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During this phase of an intrigue, characters can raise points, refute arguments brought up by others, and generally engage in social intrigue to attempt to achieve their social objectives.

Rounds

Each character takes one turn each round, but they take that turn whenever they see fit rather than at a specific time determined by the initiative order. A character who does not wish to take a turn during a given round may pass. Once each character has taken a turn or passed, play proceeds to the next round.

An intrigue does not last a fixed number of rounds, and instead moves to Step 3: Resolution once all objectives have been achieved or it is clear that they cannot be achieved.

Stances

During an intrigue, stances dictate a character’s rhetoric and poise, as well as any physical posture that reflects this aspect of communication. Stances provide their default effect during an intrigue.

Players are encouraged to narrate how their character’s poise and rhetoric reflects their approach to the situation, whether it is fiery swagger or stony silence that brooks no argument.

Movement and Positioning

Players should feel free to narrate how their characters physically position themselves in intrigues, but characters can generally be assumed to be within range to resolve their effects, and movement need not be closely tracked unless it is relevant. If it becomes relevant, the GM should adjudicate the distances between various characters and objects in range bands.

Scheme Actions

The following sample actions are available to all characters in an intrigue, along with actions granted to them by techniques and abilities. Players can also propose actions of their own invention based on the circumstances (per the GM’s approval).

Assist

Description: You offer an ally an argument they might use, an insight about the opposition, or a novel idea.

Activation: As an Attack, Scheme, and Support action, describe how you are helping one other character at range 0–2 with their next action.

Effects: If the GM accepts your suggestion, you provide assistance (see page 26) on the chosen character’s next action check.

Calming Breath

Description: During a conflict, you may inhale deeply before exhaling, drawing upon your inner strength.

Activation: As a Support action, you may take a deep breath to calm yourself and recover stamina.

Effects: If your strife is greater than half your composure, you remove 1 strife. If your fatigue is greater than half your endurance, you remove 1 fatigue.

Persuade

Description: You attempt to foster or quell an idea, emotion, or desire in a person (based on the approach you are using, as described in Social Skills, on page 151).

Activation: As a Scheme action, you make a Social skill check targeting one or more characters who can hear you. The TN of the check is equal to the highest vigilance among your targets. Additionally, if applicable, apply one of the following modifications to the TN based on the skill you use on the check:

Marcador de lista (ornamento) Command: You present a plan with authority, sweeping your targets along with all the confidence a lord should have among their vassals. If each target’s status rank is lower than yours, decrease the TN of this check by 1.

Marcador de lista (ornamento) Courtesy: You present a proposal backed by honeyed words and clever implications—perfect for dealing with one’s superiors, but perhaps overly deferential when addressing equals or subordinates. If each target’s status rank is higher than yours, decrease the TN of this check by 1.

Marcador de lista (ornamento) Games/Performance/Other Skills: You offer a diversion from the affairs at hand, turning the conversation to a less pressing topic. If each target’s status rank is equal to yours, decrease the TN of this check by 1.

Effects: If you succeed, you add one momentum point toward an appropriate social objective, plus one additional momentum point for every two bonus successes. Further, any narrative ramifications of your check resolve.

Unique Action

Description: You make a check using a skill for a mechanical or narrative effect, as described in Chapter

3: Skills (see page 140).

Activation: As an action, you make a skill check to attempt a task you have described to the GM.

Effects: If you succeed, you may use the skill for its narrative effects, for implementing any sample use that can be completed in a single action, or for pursuing another task that the GM deems appropriate.

impresso

During this phase of an intrigue, characters can raise points, refute arguments brought up by others, and generally engage in social intrigue to attempt to achieve their social objectives.

Rounds

Each character takes one turn each round, but they take that turn whenever they see fit rather than at a specific time determined by the initiative order. A character who does not wish to take a turn during a given round may pass. Once each character has taken a turn or passed, play proceeds to the next round.

An intrigue does not last a fixed number of rounds, and instead moves to Step 3: Resolution once all objectives have been achieved or it is clear that they cannot be achieved.

Stances

During an intrigue, stances dictate a character’s rhetoric and poise, as well as any physical posture that reflects this aspect of communication. Stances provide their default effect during an intrigue.

Players are encouraged to narrate how their character’s poise and rhetoric reflects their approach to the situation, whether it is fiery swagger or stony silence that brooks no argument.

Movement and Positioning

Players should feel free to narrate how their characters physically position themselves in intrigues, but characters can generally be assumed to be within range to resolve their effects, and movement need not be closely tracked unless it is relevant. If it becomes relevant, the GM should adjudicate the distances between various characters and objects in range bands.

Intrigue Actions

The following sample actions are available to all characters in an intrigue, along with actions granted to them by techniques and abilities. Players can also propose actions of their own invention based on the circumstances (per the GM’s approval).

Assist

Description: You offer an ally an argument they might use, an insight about the opposition, or a novel idea.

Activation: As an Attack, Intrigue, and Support action, describe how you are helping one other character at range 0–2 with their next action.

Effects: If the GM accepts your suggestion, you provide assistance (see page 26) on the chosen character’s next action check.

Calming Breath

Description: During a conflict, you may inhale deeply before exhaling, drawing upon your inner strength.

Activation: As a Support action, you may take a deep breath to calm yourself and recover stamina.

Effects: If your strife is greater than half your composure, you remove 1 strife. If your fatigue is greater than half your endurance, you remove 1 fatigue.

Persuade

Description: You attempt to foster or quell an idea, emotion, or desire in a person (based on the approach you are using, as described in Social Skills, on page 151).

Activation: As a Scheme action, you make a Social skill check targeting one or more characters who can hear you. The TN of the check is equal to the highest vigilance among your targets. Additionally, if applicable, apply one of the following modifications to the TN based on the skill you use on the check:

Marcador de lista (ornamento) Command: You present a plan with authority, sweeping your targets along with all the confidence a lord should have among their vassals. If each target’s status rank is lower than yours, decrease the TN of this check by 1.

Marcador de lista (ornamento) Courtesy: You present a proposal backed by honeyed words and clever implications—perfect for dealing with one’s superiors, but perhaps overly deferential when addressing equals or subordinates. If each target’s status rank is higher than yours, decrease the TN of this check by 1.

Marcador de lista (ornamento) Games/Performance/Other Skills: You offer a diversion from the affairs at hand, turning the conversation to a less pressing topic. If each target’s status rank is equal to yours, decrease the TN of this check by 1.

Effects: If you succeed, you add one momentum point toward an appropriate social objective, plus one additional momentum point for every two bonus successes. Further, any narrative ramifications of your check resolve.

Unique Action

Description: You make a check using a skill for a mechanical or narrative effect, as described in Chapter

3: Skills (see page 140).

Activation: As an action, you make a skill check to attempt a task you have described to the GM.

Effects: If you succeed, you may use the skill for its narrative effects, for implementing any sample use that can be completed in a single action, or for pursuing another task that the GM deems appropriate.

Corrigido pela errata: Err20 PDF 2 Err19 PDF 2

Texto do livro

Core Rulebook · Chapter 6: Scenes and Conflicts › Intrigues › Taking Turns · p. 254 p. 256 p. 257

Mostrar o texto como impresso

During this phase of an intrigue, characters can raise points, refute arguments brought up by others, and generally engage in social intrigue to attempt to achieve their social objectives.

Rounds

Each character takes one turn each round, but they take that turn whenever they see fit rather than at a specific time determined by the initiative order. A character who does not wish to take a turn during a given round may pass. Once each character has taken a turn or passed, play proceeds to the next round.

An intrigue does not last a fixed number of rounds, and instead moves to Step 3: Resolution once all objectives have been achieved or it is clear that they cannot be achieved.

Stances

During an intrigue, stances dictate a character’s rhetoric and poise, as well as any physical posture that reflects this aspect of communication. Stances provide their default effect during an intrigue.

Players are encouraged to narrate how their character’s poise and rhetoric reflects their approach to the situation, whether it is fiery swagger or stony silence that brooks no argument.

Movement and Positioning

Players should feel free to narrate how their characters physically position themselves in intrigues, but characters can generally be assumed to be within range to resolve their effects, and movement need not be closely tracked unless it is relevant. If it becomes relevant, the GM should adjudicate the distances between various characters and objects in range bands.

Intrigue Actions

The following sample actions are available to all characters in an intrigue, along with actions granted to them by techniques and abilities. Players can also propose actions of their own invention based on the circumstances (per the GM’s approval).

Assist

Description: You offer an ally an argument they might use, an insight about the opposition, or a novel idea.

Activation: As an Attack, Intrigue, and Support action, describe how you are helping one other character at range 0–2 with their next action.

Effects: If the GM accepts your suggestion, you provide assistance (see page 26) on the chosen character’s next action check.

Calming Breath

Description: During a conflict, you may inhale deeply before exhaling, drawing upon your inner strength.

Activation: As a Support action, you may take a deep breath to calm yourself and recover stamina.

Effects: If your strife is greater than half your composure, you remove 1 strife. If your fatigue is greater than half your endurance, you remove 1 fatigue.

Persuade

Description: You attempt to foster or quell an idea, emotion, or desire in a person (based on the approach you are using, as described in Social Skills, on page 151).

Activation: As a Scheme action, you make a Social skill check targeting one or more characters who can hear you. The TN of the check is equal to the highest vigilance among your targets. Additionally, if applicable, apply one of the following modifications to the TN based on the skill you use on the check:

Marcador de lista (ornamento) Command: You present a plan with authority, sweeping your targets along with all the confidence a lord should have among their vassals. If each target’s status rank is lower than yours, decrease the TN of this check by 1.

Marcador de lista (ornamento) Courtesy: You present a proposal backed by honeyed words and clever implications—perfect for dealing with one’s superiors, but perhaps overly deferential when addressing equals or subordinates. If each target’s status rank is higher than yours, decrease the TN of this check by 1.

Marcador de lista (ornamento) Games/Performance/Other Skills: You offer a diversion from the affairs at hand, turning the conversation to a less pressing topic. If each target’s status rank is equal to yours, decrease the TN of this check by 1.

Effects: If you succeed, you add one momentum point toward an appropriate social objective, plus one additional momentum point for every two bonus successes. Further, any narrative ramifications of your check resolve.

Unique Action

Description: You make a check using a skill for a mechanical or narrative effect, as described in Chapter

3: Skills (see page 140).

Activation: As an action, you make a skill check to attempt a task you have described to the GM.

Effects: If you succeed, you may use the skill for its narrative effects, for implementing any sample use that can be completed in a single action, or for pursuing another task that the GM deems appropriate.