During an exchange, participants may choose and perform from the following actions.
You may only take one action during an exchange (on a turn).
Action | Description |
---|---|
Influence | The most common action in an Intrigue. Choose a technique (as described below) and
roll to Persuade or Deceive, testing against your opponent's Intrigue Defense.
Multiply the Influence listed for your technique by your degrees of success; subtract your opponent's Disposition Rating, and deal the rest to their Composure. |
Assist | Support another character’s arguments. If you succeed on a Challenging (9) Persuasion test, you can lend one half your Persuasion rank (round down) as a modifier to your ally’s next conflict test result. |
Consider | Give up your action for this exchange. Gain +2B on any one test you take during the next exchange. |
Fast Talk | You can unleash a stream of nonsense in the hopes of distracting your opponent. Make a Persuasion test against the target’s passive Will result. With 2 DoS, your target's Intrigue Defense is reduced by their Cunning Rank until the end of the next exchange. |
Manipulate | Test your Persuasion against your opponent's passive Will. On success, you may choose the technique they will use in the next exchange. |
Mollify | Roll a Formidable (12) Persuasion test to mollify a target. Your test is modified by the target’s disposition as normal. A success restores an amount of Composure equal to your Persuasion rank. Each additional degree restores another point of Composure. |
Quit | Flee the Intrigue. This may have consequences as determined by the Narrator. |
Read Target | Make an Awareness test against your target's passive Deception. On success, you learn their Disposition and the technique they will use this exchange. Gain +1D on all Deception and Persuasion tests for the remainder of the intrigue. |
Shield of Reputation | Make a Status test against your opponent's base Will result. On success, their disposition towards you improves +1 step. This can only be done once per intrigue. |
Switch to Combat | Abandon the intrigue and attack your opponent. Clearly, this may not be an option in every intrigue, and attacking may have other consequences. Once you switch to combat, the intrigue immediately ends and combat begins. |
Withdraw | Roll a Will (Dedication) test. The result of this test replaces your Intrigue Defense until the end of the next exchange. |
Use Destiny Point | This is a free action. Spending Destiny:
|
You may use the following techniques when taking an Influence action during an Intrigue.
The ability listed under "Influence" determines the amount you will generate should you be successful.
More detail on each technique is listed below this table.
Technique | Influence | Persuasion Specialty | Deception Specialty |
---|---|---|---|
Bargain | Cunning Rank | Bargain | Bluff |
Charm | Persuasion Rank | Charm | Act |
Convince | Will Rank | Convince | Act |
Incite | Cunning Rank | Incite | Bluff |
Intimidate | Will Rank | Intimidate | Act or Bluff |
Seduce | Persuasion Rank | Seduce | Bluff |
Taunt | Awareness Rank | Taunt | Bluff |
When you Bargain, you are asking the target to do something in exchange for recompense in some form. Bargain can be used to bribe a guard, form an alliance, attain services, and so on, but it only works so long as you live up to your side of the deal.
The consequences of defeat (for you or for your opponent) vary depending on their disposition; these are detailed to the right.
Disposition | Effect |
---|---|
Affectionate | Target gives you the goods or service for nothing in exchange. |
Friendly | Target gives you the goods at discount (Cunning × –10%) or for some minor service in exchange. |
Amiable | Target gives you the goods at discount (Cunning × –5%) or for a very easy service in exchange. |
Indifferent | Target gives you the goods at discount (Cunning × –2%) or for a service in exchange. |
Dislike | Target gives you the goods at discount (Cunning × –1%) or for a service in exchange. The target may renege on the bargain if the demanded service is dangerous. |
Unfriendly | Target gives you the goods at normal price or for an equal service in exchange. |
Malicious | Target sells you the item at normal price but foists off a shoddy or damaged good. Target may perform the service but may renege if he can get away with it. |
Use Charm whenever you would cultivate a friendship, improving the target’s disposition to make him or her more amenable to your position in future intrigues. When you use this technique, you ply your target with complements, empathizing with their plights and conditions, and work to adapt yourself to your subject’s desires.
The consequences of defeat are detailed to the right.
Charm is the simple act of cultivating friendships and alliances, or to reason with enemies and avoid conflict. When you defeat an opponent using charm, you improve the target’s disposition by one step. The target’s improved disposition lasts until circumstances would worsen their disposition against you—such as a betrayal on your part or a rival inciting the opponent against you. In addition, you gain +1D on all Deception and Persuasion tests during your next intrigue against this opponent.
Sometimes a forceful argument can get your point across where charm or seduction might fail. Convince imparts your position or idea by simply putting the idea out there in a reasoned and logical manner. Convince is a stated desire that stands on its merits alone. It is often less effective because it isn’t backed up by a threat, and there may not be something in it for the subject. Thus, it often takes longer to persuade a subject to your position, especially when they are ill-disposed against you.
The consequences of defeat are detailed to the right.
Whenever you defeat an opponent using Convince, you are honestly trying to get the target to assist you or to agree with your position. Using Convince does nothing to improve the target’s disposition; instead, Convince gets them to support your position or grant you assistance. Even dire enemies can be persuaded to help, provided they have sufficient cause, though there’s nothing to say the enemy won’t use the opportunity to betray you later. A convinced target assists you through the particular trial but no further.
Incite is used to make your subject angry, to fill them with loathing or rage against someone or something. Incite is risky because the unchecked emotion created can cause the subject to react brashly.
The consequences of defeat are detailed to the right.
Inciting a target involves turning the opponent against another opponent, usually by producing evidence of betrayal, vile acts, or revealing any other sordid details your opponent might find repugnant. Incite is often powerful, but it produces short-term effects. An incited target’s attitude to the individual, or ganization, or house you indicate shifts a number of steps downward equal to your rank in Persuasion. Each day after you use Incite on the target, his attitude toward the target improves by one step until it returns to its starting disposition. Typically, only targets whose disposition is worsened to Malicious attack the individual or members of the house or organization you indicate.
You use Intimidate to scare others and make them think twice before crossing you, or impeding your actions. Intimidating a target temporarily improves his or her disposition for a short period, thus forcing the target to back down, divulge information, cooperate with you, or generally become pliable.
The consequences of defeat are detailed to the right.
One of the most powerful techniques, Intimidate is bluster and threats used to frighten or cow your opponent. A successful use of Intimidate either drives off the target— if he can flee—or improves his disposition to Amiable or one step better if already Amiable for as long as you remain in the target’s presence if the target cannot flee. The target does as you ask, reveals information, and possibly lies if he believes he has no other recourse to escape your presence. An intimidated target’s disposition in future intrigues is always Unfriendly or worse.
Of all the techniques, seduction is the most subtle. Use of this technique requires patience and practice, as well as a keen eye for body language and innuendo to guide your own words and behavior. If you defeat an opponent using Seduce, you fill the subject with feelings of desire—or at the very least the willingness to give into your advances.
The consequences of defeat are detailed to the right.
By playing to your opponent’s lust and desires, a defeat using Seduce usually results in some carnal act of passion or at the very least a temporary increase to the target’s disposition. Seduction instills feelings of pleasure and affection in the target, blinding them to your faults and ulterior motives. You improve the target’s disposition by a number of steps equal to your rank in Persuasion. If the target is attracted to your gender, is capable of physical love, and is at least Friendly, he or she gives in. As such, it may take several intrigues to seduce a target properly. Each day after the encounter, the target’s disposition shifts down one until it falls to one step below his or her starting disposition. You can sustain the feelings of attraction by courting the individual and by using Charm to create a more permanent disposition. Characters with dispositions that started at Dislike or worse but who are seduced pretend to be attracted and even go so far as to engage in lovemaking or some other act of passion. They only follow through if they believe such an act will advance their position or give them some advantage over you—whether it’s to plant a bastard in the womb or a knife in the throat.
Taunting is risky. You goad another character into action based on your barbs and insults. You can use Taunt to provoke a character to do something you want—at the cost of worsening his or her disposition toward you.
The consequences of defeat are detailed to the right.
Taunting pushes your opponent to act. An opponent who has an Amiable or better disposition does what you want, but when he has completed the task, his disposition falls by one step. An opponent whose disposition is Neutral or Dislike may or may not perform the task based on the danger posed to him. Again, his disposition worsens by one step. Finally, opponents with dispositions worse than Dislike attack you or flee if attacking is not an option.
Objectives are the core of every Intrigue.
The below list is by no means complete. However, it may give you a good idea of the general
categories into which Intrigues may fall.
Both you and your opponent will have an objective - after all, you're both trying to get
something out of the exchange.
Objective | Description |
---|---|
Friendship | Your expected outcome is to foment feelings of kinship with your target to make future exchanges easier or even unnecessary. Friendship, obviously, covers a lot of ground, and with this objective you might seduce a man, arrange a marriage, build an alliance, or simply gain a new friend. |
Information | With this objective, you hope to acquire guarded or secret information, to learn rumors, gossip, and anything else you might need to get the edge against your enemies. |
Service | When a service is your objective, you want your opponent to do something for you. What that something is can be just about anything, from loaning you a few gold dragons to spying on the queen, from giving you a good deal on a new sword to sparing your life when your opponent has every right to take it. |
Deceit | You may also engage in intrigues to dupe your opponent, feeding false information, setting up your foe for a potential double-cross, and masking your true intention behind a deceptive façade. When deceit is your objective, you gain Influence by rolling Deception tests instead of Persuasion tests. |
Dispositions describe a character's opinion of their opponent. In addition to being a helpful roleplaying device, it serves as your "Armor" in an Intrigue.
Whenever Influence would be applied to a character's Composure, it is reduced by their
Disposition Rating towards their opponent.
In addition, your tests to persuade or deceive an opponent are modified by their disposition
towards you.
There may be circumstances which affect disposition. The table to the right is not exhaustive, but provides good guidance. The modifiers are cumulative.
Disposition | Rating | Deception Modifier | Persuasion Modifier |
---|---|---|---|
Affectionate | 1 | -2 | +5 |
Friendly | 2 | -1 | +3 |
Amiable | 3 | 0 | +1 |
Indifferent | 4 | 0 | 0 |
Dislike | 5 | +1 | -2 |
Unfriendly | 6 | +2 | -4 |
Malicious | 7 | +3 | -6 |
Opponent is ... | Modifier |
---|---|
Attractive | +1 step |
Known for honor | +1 step |
Known to be just | +1 step |
From allied family | +2 steps |
A member of the Night's Watch | -1 step |
A bastard | -1 step |
Ugly | -1 step |
Known for decadence | -1 step |
Known for cruelty | -1 step |
Hideous | -2 steps |
Known for treachery | -2 steps |
From an enemy family | -2 steps |
From a distant part of Westeros | -1 step |
From the Free Cities | -1 step |
From beyond the Free Cities | -2 steps |
Composure is to Intrigue as Health is to Combat.
Whenever your opponent's Influence exceeds your Intrigue Defense, it causes you to lose Composure. If your composure is reduced to 0, you are defeated.
You can reduce the amount of incoming Influence by taking a measure of
Frustration.
Each level of Frustration gained reduces incoming Influence by an amount of Influence equal to your Will rank.
However, each level also imposes a -1D penalty to all Persuasion and Deception tests for the
duration of the intrigue.
Should your Frustration ever exceed your Will rank, you lose your Composure and are
defeated.
At the end of every Intrigue, win or lose, all Frustration is removed.