Intrigue
No game is complete without people, so the systems for intrigue cover relationships, emotions, motives, and all the ways people relate to one another. In Scion, this social environment has two core systems. Bonds are the relationships characters build, for good or ill, while influence is the manner in which people affect others’ actions andfeelings, whether through manipulation or inspiration.
These two systems are affected by character’s Attitudes toward one another.
Attitude is how a character feels about someone else. This feeling is either positive or negative and has a level of intensity. Normal Attitudes fall within the 1 to 3 range, while unnaturally intense emotions can be level 4 or 5. When one character tries to influence or bond with another character, he must consider her Attitude. If her Attitude would help his attempt, he receives an Attitude Enhancement equal to its level. For example, if a character tried to taunt a furious troll, the creature’s negative Attitude of 2 would offer a +2 Enhancement to provoking it.
On the other hand, if the character’s Attitude would hinder this influence, they receive the Enhancement instead. For example, if the same character tried to flirt with that troll, its opposed roll would receive a +2 Attitude Enhancement due to its hatred and anger.
If the other character has an Attitude of 0, or their Attitude wouldn’t affect the influence either way, neither character receives an Enhancement.
In some cases, the influencing character is not the most important relationship. If the aim of an influence challenge directly affects another character with whom the target has a strong bond, the Storyguide may allow both Attitude Enhancements to apply at once. For example, a character who is asked to save her worst enemy (negative Attitude 3) by her best friend (positive Attitude 3) would receive a +3 Attitude Enhancement to ignore the request, despite the +3 Enhancement her friend would receive to persuade her.
Sometimes a character will try to influence or bond with a player character. In these cases, the player should define their character’s Attitude toward the other character. The player should first decide whether their character’s feelings are generally positive or negative, then choose a level using the examples on the Attitude table as a guideline.
If a player’s having trouble defining their Attitude, they should start with a default level of 2. Then the player provides one or two concrete reasons for why their character’s Attitude rating should be a level higher or lower, and increase or reduce it by one level per reason. For example, if a friend tries to convince a player character to lend them one of her Relics, her player might note that she still remembers when he “borrowed” her camera for a year, reducing her positive Attitude to a +1 Enhancement.
Once an Attitude is established, it should remain consistent. Characters don’t hate each other one moment and love each other the next, unless Cupid’s arrows are at play. However, a character’s Attitude can still change. The level and even tenor of a character’s Attitude can shift from scene to scene, or even within a single scene, depending on the events around them.
• Influence can change one character’s Attitude toward another, such as by spreading foul rumors or flattering them.
• Consolations can improve another character’s Attitude toward the failing character by one shift, whether through fortunate coincidence or because their failure is humanizing.
• Complications can worsen Attitudes toward the succeeding character by an amount equal to their level. Other characters might be upset by his methods, or angered by his goals.
• Events within the game can shift a character’s Attitude appropriately. If one character punches another in the face, they won’t stay friendly for long.
Attitudes can also be modified by atmosphere. These are the infectious emotions and general vibes that affect everyone in the area, like mass panic or a nightclub buzz. Atmospheres are either positive or negative, just like Attitudes, and have a level from 1 to 3. They increase Attitudes of the same type, and reduce opposing Attitudes. If a player character is establishing their Attitude toward another character, they should include the atmosphere in their list of reasons. For example, if two best friends are on the mean streets of Lanka long enough to be affected by its negative atmosphere of 1, their positive Attitudes toward each other are temporarily reduced from 3 to 2.
Most social interaction is casual, with information and jokes exchanged freely. It only becomes a challenge when one character really needs to sway another. This is called influence, an intrigue system that allows characters to change Attitudes, encourage actions, and spread ideas. Characters can accomplish these tasks using seduction, grand speeches, fast talk, debate, intimidation, or any other means they can think of. Whether a thief is trying to trick his mark into revealing a password, or a Buddha is steering her disciple away from corruption, they are both using influence.
An influence challenge works like any other: One character forms a dice pool, and rolls to meet the Difficulty. The target’s Attitude always provides an Enhancement, either to the character exerting influence or to the target’s opposed Difficulty roll. Common Complications for an influence roll include leaving behind hard feelings (i.e. a negative Attitude), a third party noticing the influence, or unintentionally encouraging the target to take action.
If the goal of an intrigue sequence is particularly ambitious, such as resolving an eternal rivalry or encouraging a peaceful shrine attendant to commit murder, it may be resolved as a complex action instead. Each Milestone represents an objection to that goal, usually for a total number of Milestones equal to the target’s original Attitude Enhancement against it. Otherwise, influence can be resolved with a single roll.
• Encourage Behavior. The character wants someone to do (or not do) something. They can ask overtly, or use a mixed action with Subterfuge to convince their target it was their own idea. This influence commonly uses Persuasion (sweet talk, taunts, threats) or Leadership (orders, big speeches). The target uses her own dice pool to create an opposed Difficulty, and receives a +1 to +3 Enhancement depending on the apparent danger or cost of the task; hiding a body is a bigger favor than lending a bit of money. If this Enhancement would be greater than +3, the influence should be a complex action.
• Encourage Belief. The character wants someone to believe or think something. This influence commonly uses Empathy (psychology), Persuasion (encouragement, fast talk), Leadership (indoctrination), Subterfuge (rumors), and faces an opposed Difficulty. Outlandish lies offer a +1 to +3 Enhancement to the target, depending on how patently absurd they are. If successful, the target receives a +1 Enhancement the next time this belief is challenged.
• Shift Attitude. The character wants to improve or worsen someone’s Attitude toward another character, usually them. This influence commonly uses Empathy (a friendly ear, targeted insults) or Persuasion (seduction, intimidation, charisma), and meets a Difficulty equal to the intensity of the target’s current Attitude toward that subject. For example, shifting a positive Attitude 3 has a Difficulty of 3. If this influence is successful, the target’s Attitude changes by 1 shift. As a Stunt, the player can spend threshold successes equal to the new Attitude rating to change it by a second shift. For example, after dropping a character from positive Attitude 3 to 2, spending two more successes on the Stunt would change them to Attitude 1.
• Shift Atmosphere. The character wants to change the atmosphere of the room. This influence commonly uses Culture (musical backing, party skills) or Leadership (rallying the crowd), and its Difficulty is equal to the level of the current atmosphere. The Difficulty increases based on the size of the area in question — add one point of Difficulty for roughly every five people. Its success offers the same benefits as a Shift Attitude action, but for the atmosphere.
• Read Attitude. The character determines the intentions and relationships of others. This roll normally uses Culture (reading the room), or Empathy (reading a single person), and faces an opposed Difficulty. If successful, the character learns something of his target’s personality or motives, usually in the form of their target’s Attitude toward another character or topic.
BLOCKING INFLUENCE
The Difficulty of an influence challenge depends on their aim, but as a general rule, the Difficulty increases the riskier or more strenuous the influence’s goal is, or how much it runs counter to the character’s current relationships and worldview. Integrity also plays a role here: against an improper or unrighteous command, roll the character’s Integrity + Composure in an opposed Difficulty. The influencing character must phrase their request around the target’s rock-solid sense of self, or else simply overcome it with raw charisma.
A player whose character is affected by a successful influence roll can refuse to accept that result if they think it would negatively affect the story, or would make them uncomfortable. However, if a player accepts influence which would meaningfully inconvenience their character, they receive 1 point of Momentum as a Consolation.
When two characters have a deep connection which drives them through the story, they form a Bond. True love, fierce rivalry, and sworn friendship are all possible Bonds, and they each confer certain advantages and downsides. Building a Bond requires that two characters use teamwork to overcome a challenge or complex action. If their players both agree, a suitable Bond forms immediately. For example, a Bond of Friendship can be created when one of the characters is going out of their way to help the other.
Bonds have a pool of successes that the characters can spend in order to enjoy an equal Enhancement on challenges where they help, defend, or otherwise support each other, up to a maximum of +3. When the Bond is first created, it has a number of successes equal to the characters’ positive Attitude toward each other. If they have different Attitudes, use the lowest. Both characters can add to this pool by spending threshold successes from the challenge that created the Bond, or any similar rolls that crop up later in the story.
If the characters spend a scene doing nothing but reinforcing their relationship through roleplay, they can each roll a suitable Social dice pool and use their successes to create or fuel a Bond. For example, two lovers might discuss the adventure so far over a romantic dinner, rolling Empathy + Presence and either creating a Bond of love or adding their successes to an existing one.
Whenever a character takes an action that works against one of their Bonds, it faces a Complication equal to their positive Attitude (minimum 1). If not overcome, the Complication drains an equal number of successes from the Bond pool. For example, a character with Attitude 3 toward his boyfriend would face Complication 3 on a roll to seduce a half-giant while his lover was watching, damaging their romantic Bond.
If the pool of successes runs out, the Bond ends. This doesn’t mean that two characters are no longer friends or fall out of love, just that the focus is no longer on their relationship. They can remake the Bond during the story if the opportunity arises, or adopt a Bond with a different tenor as their relationship shifts. Characters can have multiple Bonds at once, but all Bonds fade at the end of an episode.
A character’s relationships affect how they react to influence through Attitude Enhancements. If a client tries to convince a retired hitman to kill again, he should hope that the hitman’s beloved mother isn’t on his list of targets. An active Bond allows characters to further defy efforts to turn them against their loved ones.
Characters faced with influence that does not support one of their Bonds can spend a success from its pool to increase the Difficulty. This increase is normally +1, but rises to +2 if the Bond contradicts the influence in some way, +3 if the influence would genuinely harm the Bond, or +4 if it would outright destroy it.
Bonds are always cooperative and consensual, but characters with a negative Attitude can also Bond with one another. Such a Bond starts with a number of negative successes in its pool equal to their worst negative Attitude, forcing them to spend extra threshold successes to “pay off” the negative pool and create the Bond. Creating a Bond doesn’t change a character’s Attitude on its own, but lets the story focus on a budding change. For example, two fierce rivals might show growing hints of respect for an episode where they’re forced to work together, forming a Bond.
The following Bonds are examples of the spectrum available. If none of them quite fit, the Storyguide can work with the players to define what the Bond means to them.
Camaraderie: Coworkers, teammates, and comrades in arms, those who labor together can easily find common cause in dire circumstances. A Bond of camaraderie can be created when two characters work with each other on a greater project or as part of an official group, and may enhance challenges that further the group’s goals or call on Skills earned through it.
Friendship: It’s said that friends are how the Gods take care of us. Friends stick together through thick and thin, so a Bond of friendship can be created when one character does a favor for another, sacrificing their time or resources to help them out in a challenge or complex action. It can be used to enhance rolls taken on a friend’s behalf.
Love: Love can be a wondrous gift or a terrible curse, but a Bond of love can be activated when two characters bring their emotional connection into a shared challenge, and used to enhance rolls to protect each other or do something thoughtful to further the relationship.
Rivalry: Constantly comparing their results or competing for a common prize, rivals push each other to greater heights in pursuing glory, romance, or skill. A Bond of rivalry is usually triggered when both characters work together competitively, like combing a crime scene for info to crack the case first. It can be used to enhance rolls that would allow one character to outdo the other, but players should alternate spending successes.
In order to sneak into Utgard, Jade, the leader of a band of PCs, arranges to meet an elf smuggler called Albie at a restaurant. First, the Storyguide checks Albie’s Attitude; he’s eager to build contacts, but nothing deeper (Attitude +1). Jade’s own Attitude starts at 0, but she dislikes working with a criminal, putting her at Attitude −1.
Jade demands his help, but Albie is less than eager to test Utgard’s defenses, making it a challenge. The Scion assembles a dice pool of Leadership + Presence and rolls to Encourage Behavior, opposed by his Integrity + Composure. Jade generates two successes; Albie gains four. However, the influence isn’t resolved yet.
Albie wants to keep Jade happy; his positive Attitude gives her influence a +1 Enhancement. In addition, Jade’s picked a classy restaurant with excellent wine. This is a positive atmosphere, which gives her another +1 Enhancement; if she’d picked a chilly park bench, Albie wouldn’t be so pliable. Earlier in the meal, she rolled Read Attitude to probe Albie on other topics, and discovered he resents giants; by assuring him she’s going to strike a blow against Loki’s kin, she wins another +1 Enhancement, taking her to five and beating Albie’s opposed Difficulty.
On the way to Utgard, the smuggler’s boat is attacked by a juvenile sea serpent. Jade’s spear glances off its scales when she fails a Close Combat + Strength attack, but instead of Momentum, her player wonders if her valor impresses the elf? The Storyguide agrees to the Consolation, and Albie starts to admire her as a leader (Attitude +2). On her part, Jade notes that Albie’s able seamanship and easy charm have won over her caution (Attitude +1).
Once the fight is over, the two use teamwork on a Survival + Stamina challenge to harvest the beast’s blood as a Milestone in another bandmate’s crafting project. They meet the Difficulty, so Jade creates a Bond of Camaraderie between the two as they hold their noses. This new Bond starts with a pool of successes equal to the lowest Attitude (in this case 1), and she adds to it by spending their 3 threshold successes for a total of 4.
Albie’s contact meets the band at a secret dock, and asks them to follow him. He rolls Subterfuge + Manipulation to Encourage Belief, and Jade opposes him with Empathy + Resolve to notice his dishonesty. Unfortunately, her trust in Albie gives his “friend” a +1 Enhancement by proxy, so he generates more successes. Her player could reject the influence anyway, but instead accepts that it’s in character for Jade to walk into the waiting trap. The Storyguide grants 1 Momentum as a Consolation.
When the assassins spring from the shadows, Jade leaps to the defense of her newfound comrade, and spends 2 successes from her Bond pool to add a +2 Enhancement on her attack. If she’d tried to use him as a living shield, their Camaraderie would impose a +2 Complication, draining 2 successes from the Bond pool if not overcome. Albie spends another 2 successes working out a safe route for the group, and the Bond ends, its pool empty. The two are still comrades, but the story’s focus on that development is over until they actively revive it.
These two systems are affected by character’s Attitudes toward one another.
ATTITUDE
Attitude is how a character feels about someone else. This feeling is either positive or negative and has a level of intensity. Normal Attitudes fall within the 1 to 3 range, while unnaturally intense emotions can be level 4 or 5. When one character tries to influence or bond with another character, he must consider her Attitude. If her Attitude would help his attempt, he receives an Attitude Enhancement equal to its level. For example, if a character tried to taunt a furious troll, the creature’s negative Attitude of 2 would offer a +2 Enhancement to provoking it.
On the other hand, if the character’s Attitude would hinder this influence, they receive the Enhancement instead. For example, if the same character tried to flirt with that troll, its opposed roll would receive a +2 Attitude Enhancement due to its hatred and anger.
If the other character has an Attitude of 0, or their Attitude wouldn’t affect the influence either way, neither character receives an Enhancement.
In some cases, the influencing character is not the most important relationship. If the aim of an influence challenge directly affects another character with whom the target has a strong bond, the Storyguide may allow both Attitude Enhancements to apply at once. For example, a character who is asked to save her worst enemy (negative Attitude 3) by her best friend (positive Attitude 3) would receive a +3 Attitude Enhancement to ignore the request, despite the +3 Enhancement her friend would receive to persuade her.
PLAYER CHARACTER ATTITUDES
Sometimes a character will try to influence or bond with a player character. In these cases, the player should define their character’s Attitude toward the other character. The player should first decide whether their character’s feelings are generally positive or negative, then choose a level using the examples on the Attitude table as a guideline.
If a player’s having trouble defining their Attitude, they should start with a default level of 2. Then the player provides one or two concrete reasons for why their character’s Attitude rating should be a level higher or lower, and increase or reduce it by one level per reason. For example, if a friend tries to convince a player character to lend them one of her Relics, her player might note that she still remembers when he “borrowed” her camera for a year, reducing her positive Attitude to a +1 Enhancement.
SHIFTING ATTITUDE
Once an Attitude is established, it should remain consistent. Characters don’t hate each other one moment and love each other the next, unless Cupid’s arrows are at play. However, a character’s Attitude can still change. The level and even tenor of a character’s Attitude can shift from scene to scene, or even within a single scene, depending on the events around them.
• Influence can change one character’s Attitude toward another, such as by spreading foul rumors or flattering them.
• Consolations can improve another character’s Attitude toward the failing character by one shift, whether through fortunate coincidence or because their failure is humanizing.
• Complications can worsen Attitudes toward the succeeding character by an amount equal to their level. Other characters might be upset by his methods, or angered by his goals.
• Events within the game can shift a character’s Attitude appropriately. If one character punches another in the face, they won’t stay friendly for long.
ATMOSPHERE
Attitudes can also be modified by atmosphere. These are the infectious emotions and general vibes that affect everyone in the area, like mass panic or a nightclub buzz. Atmospheres are either positive or negative, just like Attitudes, and have a level from 1 to 3. They increase Attitudes of the same type, and reduce opposing Attitudes. If a player character is establishing their Attitude toward another character, they should include the atmosphere in their list of reasons. For example, if two best friends are on the mean streets of Lanka long enough to be affected by its negative atmosphere of 1, their positive Attitudes toward each other are temporarily reduced from 3 to 2.
INFLUENCE
Most social interaction is casual, with information and jokes exchanged freely. It only becomes a challenge when one character really needs to sway another. This is called influence, an intrigue system that allows characters to change Attitudes, encourage actions, and spread ideas. Characters can accomplish these tasks using seduction, grand speeches, fast talk, debate, intimidation, or any other means they can think of. Whether a thief is trying to trick his mark into revealing a password, or a Buddha is steering her disciple away from corruption, they are both using influence.
An influence challenge works like any other: One character forms a dice pool, and rolls to meet the Difficulty. The target’s Attitude always provides an Enhancement, either to the character exerting influence or to the target’s opposed Difficulty roll. Common Complications for an influence roll include leaving behind hard feelings (i.e. a negative Attitude), a third party noticing the influence, or unintentionally encouraging the target to take action.
EXERTING INFLUENCE
If the goal of an intrigue sequence is particularly ambitious, such as resolving an eternal rivalry or encouraging a peaceful shrine attendant to commit murder, it may be resolved as a complex action instead. Each Milestone represents an objection to that goal, usually for a total number of Milestones equal to the target’s original Attitude Enhancement against it. Otherwise, influence can be resolved with a single roll.
• Encourage Behavior. The character wants someone to do (or not do) something. They can ask overtly, or use a mixed action with Subterfuge to convince their target it was their own idea. This influence commonly uses Persuasion (sweet talk, taunts, threats) or Leadership (orders, big speeches). The target uses her own dice pool to create an opposed Difficulty, and receives a +1 to +3 Enhancement depending on the apparent danger or cost of the task; hiding a body is a bigger favor than lending a bit of money. If this Enhancement would be greater than +3, the influence should be a complex action.
• Encourage Belief. The character wants someone to believe or think something. This influence commonly uses Empathy (psychology), Persuasion (encouragement, fast talk), Leadership (indoctrination), Subterfuge (rumors), and faces an opposed Difficulty. Outlandish lies offer a +1 to +3 Enhancement to the target, depending on how patently absurd they are. If successful, the target receives a +1 Enhancement the next time this belief is challenged.
• Shift Attitude. The character wants to improve or worsen someone’s Attitude toward another character, usually them. This influence commonly uses Empathy (a friendly ear, targeted insults) or Persuasion (seduction, intimidation, charisma), and meets a Difficulty equal to the intensity of the target’s current Attitude toward that subject. For example, shifting a positive Attitude 3 has a Difficulty of 3. If this influence is successful, the target’s Attitude changes by 1 shift. As a Stunt, the player can spend threshold successes equal to the new Attitude rating to change it by a second shift. For example, after dropping a character from positive Attitude 3 to 2, spending two more successes on the Stunt would change them to Attitude 1.
• Shift Atmosphere. The character wants to change the atmosphere of the room. This influence commonly uses Culture (musical backing, party skills) or Leadership (rallying the crowd), and its Difficulty is equal to the level of the current atmosphere. The Difficulty increases based on the size of the area in question — add one point of Difficulty for roughly every five people. Its success offers the same benefits as a Shift Attitude action, but for the atmosphere.
• Read Attitude. The character determines the intentions and relationships of others. This roll normally uses Culture (reading the room), or Empathy (reading a single person), and faces an opposed Difficulty. If successful, the character learns something of his target’s personality or motives, usually in the form of their target’s Attitude toward another character or topic.
BLOCKING INFLUENCE
The Difficulty of an influence challenge depends on their aim, but as a general rule, the Difficulty increases the riskier or more strenuous the influence’s goal is, or how much it runs counter to the character’s current relationships and worldview. Integrity also plays a role here: against an improper or unrighteous command, roll the character’s Integrity + Composure in an opposed Difficulty. The influencing character must phrase their request around the target’s rock-solid sense of self, or else simply overcome it with raw charisma.
A player whose character is affected by a successful influence roll can refuse to accept that result if they think it would negatively affect the story, or would make them uncomfortable. However, if a player accepts influence which would meaningfully inconvenience their character, they receive 1 point of Momentum as a Consolation.
BONDS
When two characters have a deep connection which drives them through the story, they form a Bond. True love, fierce rivalry, and sworn friendship are all possible Bonds, and they each confer certain advantages and downsides. Building a Bond requires that two characters use teamwork to overcome a challenge or complex action. If their players both agree, a suitable Bond forms immediately. For example, a Bond of Friendship can be created when one of the characters is going out of their way to help the other.
Bonds have a pool of successes that the characters can spend in order to enjoy an equal Enhancement on challenges where they help, defend, or otherwise support each other, up to a maximum of +3. When the Bond is first created, it has a number of successes equal to the characters’ positive Attitude toward each other. If they have different Attitudes, use the lowest. Both characters can add to this pool by spending threshold successes from the challenge that created the Bond, or any similar rolls that crop up later in the story.
If the characters spend a scene doing nothing but reinforcing their relationship through roleplay, they can each roll a suitable Social dice pool and use their successes to create or fuel a Bond. For example, two lovers might discuss the adventure so far over a romantic dinner, rolling Empathy + Presence and either creating a Bond of love or adding their successes to an existing one.
Whenever a character takes an action that works against one of their Bonds, it faces a Complication equal to their positive Attitude (minimum 1). If not overcome, the Complication drains an equal number of successes from the Bond pool. For example, a character with Attitude 3 toward his boyfriend would face Complication 3 on a roll to seduce a half-giant while his lover was watching, damaging their romantic Bond.
If the pool of successes runs out, the Bond ends. This doesn’t mean that two characters are no longer friends or fall out of love, just that the focus is no longer on their relationship. They can remake the Bond during the story if the opportunity arises, or adopt a Bond with a different tenor as their relationship shifts. Characters can have multiple Bonds at once, but all Bonds fade at the end of an episode.
BONDS AND INFLUENCE
A character’s relationships affect how they react to influence through Attitude Enhancements. If a client tries to convince a retired hitman to kill again, he should hope that the hitman’s beloved mother isn’t on his list of targets. An active Bond allows characters to further defy efforts to turn them against their loved ones.
Characters faced with influence that does not support one of their Bonds can spend a success from its pool to increase the Difficulty. This increase is normally +1, but rises to +2 if the Bond contradicts the influence in some way, +3 if the influence would genuinely harm the Bond, or +4 if it would outright destroy it.
Bonds are always cooperative and consensual, but characters with a negative Attitude can also Bond with one another. Such a Bond starts with a number of negative successes in its pool equal to their worst negative Attitude, forcing them to spend extra threshold successes to “pay off” the negative pool and create the Bond. Creating a Bond doesn’t change a character’s Attitude on its own, but lets the story focus on a budding change. For example, two fierce rivals might show growing hints of respect for an episode where they’re forced to work together, forming a Bond.
EXAMPLE BONDS
The following Bonds are examples of the spectrum available. If none of them quite fit, the Storyguide can work with the players to define what the Bond means to them.
Camaraderie: Coworkers, teammates, and comrades in arms, those who labor together can easily find common cause in dire circumstances. A Bond of camaraderie can be created when two characters work with each other on a greater project or as part of an official group, and may enhance challenges that further the group’s goals or call on Skills earned through it.
Friendship: It’s said that friends are how the Gods take care of us. Friends stick together through thick and thin, so a Bond of friendship can be created when one character does a favor for another, sacrificing their time or resources to help them out in a challenge or complex action. It can be used to enhance rolls taken on a friend’s behalf.
Love: Love can be a wondrous gift or a terrible curse, but a Bond of love can be activated when two characters bring their emotional connection into a shared challenge, and used to enhance rolls to protect each other or do something thoughtful to further the relationship.
Rivalry: Constantly comparing their results or competing for a common prize, rivals push each other to greater heights in pursuing glory, romance, or skill. A Bond of rivalry is usually triggered when both characters work together competitively, like combing a crime scene for info to crack the case first. It can be used to enhance rolls that would allow one character to outdo the other, but players should alternate spending successes.
INTRIGUE EXAMPLE
In order to sneak into Utgard, Jade, the leader of a band of PCs, arranges to meet an elf smuggler called Albie at a restaurant. First, the Storyguide checks Albie’s Attitude; he’s eager to build contacts, but nothing deeper (Attitude +1). Jade’s own Attitude starts at 0, but she dislikes working with a criminal, putting her at Attitude −1.
Jade demands his help, but Albie is less than eager to test Utgard’s defenses, making it a challenge. The Scion assembles a dice pool of Leadership + Presence and rolls to Encourage Behavior, opposed by his Integrity + Composure. Jade generates two successes; Albie gains four. However, the influence isn’t resolved yet.
Albie wants to keep Jade happy; his positive Attitude gives her influence a +1 Enhancement. In addition, Jade’s picked a classy restaurant with excellent wine. This is a positive atmosphere, which gives her another +1 Enhancement; if she’d picked a chilly park bench, Albie wouldn’t be so pliable. Earlier in the meal, she rolled Read Attitude to probe Albie on other topics, and discovered he resents giants; by assuring him she’s going to strike a blow against Loki’s kin, she wins another +1 Enhancement, taking her to five and beating Albie’s opposed Difficulty.
On the way to Utgard, the smuggler’s boat is attacked by a juvenile sea serpent. Jade’s spear glances off its scales when she fails a Close Combat + Strength attack, but instead of Momentum, her player wonders if her valor impresses the elf? The Storyguide agrees to the Consolation, and Albie starts to admire her as a leader (Attitude +2). On her part, Jade notes that Albie’s able seamanship and easy charm have won over her caution (Attitude +1).
Once the fight is over, the two use teamwork on a Survival + Stamina challenge to harvest the beast’s blood as a Milestone in another bandmate’s crafting project. They meet the Difficulty, so Jade creates a Bond of Camaraderie between the two as they hold their noses. This new Bond starts with a pool of successes equal to the lowest Attitude (in this case 1), and she adds to it by spending their 3 threshold successes for a total of 4.
Albie’s contact meets the band at a secret dock, and asks them to follow him. He rolls Subterfuge + Manipulation to Encourage Belief, and Jade opposes him with Empathy + Resolve to notice his dishonesty. Unfortunately, her trust in Albie gives his “friend” a +1 Enhancement by proxy, so he generates more successes. Her player could reject the influence anyway, but instead accepts that it’s in character for Jade to walk into the waiting trap. The Storyguide grants 1 Momentum as a Consolation.
When the assassins spring from the shadows, Jade leaps to the defense of her newfound comrade, and spends 2 successes from her Bond pool to add a +2 Enhancement on her attack. If she’d tried to use him as a living shield, their Camaraderie would impose a +2 Complication, draining 2 successes from the Bond pool if not overcome. Albie spends another 2 successes working out a safe route for the group, and the Bond ends, its pool empty. The two are still comrades, but the story’s focus on that development is over until they actively revive it.
PERSON TO PERSON
As a general note, players are the final arbiters of their character’s behavior. Feel free to award Momentum to sweeten the pot if their characters have to act against their own best interests. Players affecting other player characters, on the other hand, shouldn’t really be held to the system — while they can form Bonds pretty easily, and adjust their behavior accordingly, attempting to convince one another of something should be handled player to player and character to character, without bringing rolls into it.
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