Not every conflict is won by the blade. Successful oratory can topple nations.
When to Use These Rules: Most social exchanges are a simple skill roll resisted by the appropriate Trait, such as Intimidation or Persuasion vs. Spirit. For longer interactions, such as the back and forth of a long argument, negotiation, or a legal proceeding, the following system adds some drama and structure to each side’s discussion. (The GM might use a Dramatic Task instead if the argument must be won in a hurry!)
The Basics: Characters make arguments back and forth over three rounds, roll their appropriate skills, then consult the Social Conflict Results table (below) to see how well they’ve influenced their audience.
The conflict is broken down into three rounds of conversation, each focusing on a particular point (or a few highly connected points).
During each round, the player roleplays her character’s argument and makes a Persuasion roll opposed by the Spirit of whoever she’s trying to convince. If a rival argues against her, the roll is opposed by his Persuasion instead.
Each success and raise by the petitioner grants her an “Influence Token” (rivals don’t gain tokens, they just oppose the petitioner and keep her from gaining them).
Modifiers: Persuasion rolls should be modified by the situation as the GM sees fit. A hero trying to convince a wizard of a fact within his field rolls the lowest of his Persuasion or Occult. A particularly brilliant argument or impassioned roleplaying might add +1 to +4. An insult or faux pas inflicts a similar penalty.
Hindrances should also be considered. Convincing a jury that an Outsider (Major) is innocent of a crime, for example, might inflict a -2 penalty.
At the end of the third round, the speaker looks up her total Influence Tokens on the Social Conflict Results table below.
Trials: Run trials and similar conflicts from the accuser’s point of view since they must usually prove the accused’s guilt. If the player characters are the defenders, they oppose the prosecution and must keep them from gaining Influence Tokens with the judge (baron, king, warlord, etc.).
Accusers in a trial must get at least three tokens to convict. Lesser results indicate the degree of punishment based on local customs and laws.
Tokens Results
0 Pleas are denied and negotiations fail. Discussions may reopen if new information is presented or favors are performed. In a trial, the defendant is acquitted.
1-3 The target isn’t truly convinced, but provides the minimum amount of support possible. In a trial, the defendant receives the minimum penalty.
4-5 The arbiter is reasonably convinced or willing to help. He grants the aid requested, more or less, but only under certain conditions or in exchange for payment, tasks, favors, etc. The prosecution is successful with typical sentencing in a trial.
6+ The target is eager to help or agree. He gives more than expected in a negotiation or provides more support than requested. A defendant is convicted with the maximum penalty.