Guile Encounters

A guile encounter is a form of social combat meant to represent longer intrigue or complex objectives that couldn't be well represented on a single charisma test. 

There are several steps to a guile encounter:


  • The players must declare their intent to guile.

  • The players determine what their objective is (what they want to get this person to do) and who will handle most of the talking. You can't guile everyone, it needs to be someone who might be open to what you are going to propose and who also has something to gain.

  • If the GM determines the objective is achievable, the target and the character headlining the encounter are assigned a resistance; this is how resistant they are to the idea or proposal. Each character’s Insight + Willpower is then added to that resistance. Resistance is pretty much the Hit Points of your side in the encounter.

  • The PC now starts to make their arguments to the target. The PC and the target take turns attacking and defending with certain skill combinations.

  • On your turn, you pick an argument to use to attack and the other party picks a matching skill to defend, you both roll dice and the person with more successes reduces the opposing party's resistance by the difference.

  • Whenever you use an argument or defense, put a counter on it. This counter represents a disadvantage on the next attempt to use that argument or defense. Each counter is removed two rounds after it was placed so there will only ever be 4 counters on the board.

  • A particularly good argument or drawing from their character’s background, history and traits can earn a character advantages on a test.

  • Additionally, other characters can provide assistance  with a skill test if they propose something they could say or do to help; for example the party bruiser aiding the talker's intimidation attempt by using his brute strength to bend a metal bar. They get to add their successes as advantages to the headlining character’s attempt. Only one character can help each round and the same character cannot help again until all other characters in their group have done so.

  • Additionally, the character "headlining" the encounter can change each round but resistance stays the same.

  • A side is convinced if their resistance reaches 0 or if they have the lower resistance than the other side after 10 rounds. Doesn't mean they are magically charmed or dominated, they will still watch for their interests but, at least in part, they've been persuaded or made to agree to the course of action the other party proposed.


Skills Used in a Guile Encounter

Argument Attack Defend

Personal Charm
CHARISMA
+
Performance
CHARISMA
+
Empathy
INSIGHT
+
Willpower
CHARISMA
+
Perception

Appeal to Reason
INTELLIGENCE
+
Diplomacy
INTELLIGENCE
+
Deception
INTELLIGENCE
+
Kowledge
INTELLIGENCE
+
Investigation

Appeal to Emotion
CHARISMA
+
Diplomacy
INSIGHT
+
Empathy
INSIGHT
+
Perception
INSIGHT
+
Willpower

Intimidation
STRENGTH
+
Presence
CHARISMA
+
Presence
INSIGHT
+
Willpower
CHARISMA
+
Presence

Bluff
CHARISMA
+
Deception
INTELLIGENCE
+
Performance
INSIGHT
+
Empathy
INTELLIGENCE
+
Knowledge