vaelora/Rules/🎭 Social Intrigue.md
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Intrigue in _Vaelora_ is a battlefield of wit, will, and whispers. Whether maneuvering through courtly politics, interrogating a traitor, or seducing a reluctant ally, social conflict is handled with cinematic tension and tactical bite.
This chapter outlines the complete system for running structured **social encounters**—designed to mirror the intensity of combat while expressing emotional, reputational, and spiritual stakes.
---
## 🌒 Social Intrigue Overview
_"Not all battles are fought with blades. In the courts, temples, taverns, and whispered corners of Vaelora, the sharpest weapons are words, secrets, and resolve."_
Social encounters in Vaelora follow a structured system of tactical roleplay, akin to combat—but focused on persuasion, deception, intimidation, and emotional resilience. These exchanges are designed to feel tense, consequential, and fluid, reflecting the high stakes of noble intrigues, spiritual debates, and personal confrontations.
### Core Structure
A social intrigue is broken into **rounds**, just like combat—but the **passage of time is flexible**. While a combat round might represent just a few seconds of action, a single round of social interaction could encompass a few tense moments, a full conversation beat, or an entire volley of arguments and reactions.
**Before the scene begins**, the GM should establish the **scale and tone** of the encounter:
- Is it a **brief exchange**, like bluffing your way past a guard?
- A **public trial**, with the crowd watching and reputations at stake?
- A **prolonged seduction**, unfolding over an evening?
This context determines how long a round “feels” and whether the scene resolves in a few exchanges or plays out as a full duel of minds.
During the scene:
- **Turn-Based Rounds**
Each character acts once per round. The scene progresses one beat at a time, with each participant deciding how to assert themselves, respond to pressure, or maneuver for position.
- **One Action Per Turn**
On their turn, a character may take one meaningful action: launch a verbal attack, defend their stance, observe the mood, shift the conversation, or compose themselves. There is no flurry of minor actions—every choice matters.
- **Resolution via Approaches**
Characters roll **Attribute + Skill**, using six-sided dice. Each die that rolls a **5 or 6** counts as a success. Rolls are made against either:
- a **static difficulty** (typically 14), for general influence or resistance
- or an **opposed roll**, when directly challenging another characters resolve who is defending this round
- **Successes Are Spent as Currency**
Successes are not a simple pass/fail—they are spent like currency to achieve specific effects, based on the **approach** chosen. For example, a Charm roll might be used to reduce Slights or form a Bond, while Deception might misdirect or plant falsehoods.
- **Slights & Face**
Rather than injuries, characters track **Slights**—emotional and social blows. These accumulate when they are insulted, embarrassed, unnerved, or cornered. A characters **Face** (equal to **Spirit + Focus**) defines how much social pressure they can take.
When Slights exceed Face, the character **Falter**—forcing them to break down, withdraw, lash out, or submit.
## 🎭 The Round Structure
A social intrigue unfolds in structured rounds, each representing a meaningful beat in the exchange—be it a veiled threat, a heartfelt plea, or a silent act of defiance. Just like combat, rounds ensure clarity and fairness in high-stakes situations where emotions, reputations, and spiritual balance hang in the balance.
Each round follows this sequence:
### 1. **Declare Intent**
State what your character is trying to accomplish this round. Are they aiming to win sympathy, erode anothers resolve, uncover a secret, or simply maintain composure under pressure?
Intent doesnt bind the outcome—it focuses the fiction. It also helps the GM determine target difficulties and potential effects.
### 2. **Choose Action**
Each character chooses **one action** from the following list:
| Action | Description |
| --------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Engage** | Use a social approach to sway, deceive, command, or charm. Make a roll and spend successes for specific effects based on your approach. |
| **Defend** | Fortify your emotional, spiritual, or rhetorical stance. Roll your pool and spend successes to bolster your resistance DC or apply defensive effects. |
| **Recover Composure** | Take a breath, center yourself. Roll to remove Slights and regain your footing. |
| **Observe** | Read the social or emotional battlefield. Learn truths, weaknesses, leverage, or hidden tensions. |
| **Shift Focus** | Change your target, alter your tactic, or realign the emotional energy of the exchange. Clears active conditions youve applied. |
| **Hold Silence** | Say nothing. Sometimes silence speaks volumes. Gain **+1 die** on your next rounds roll. Cannot be used two rounds in a row. |
### 3. **Roll**
Roll your **Attribute + Skill** dice pool (d6s).
- As always, each **6** is a **success**.
- Rolls are always made against a **static DC** (typically 24), even when targeting another character.
- If the target is defending this round, they may increase their DC by spending successes from their defense roll.
- If the target is not defending, they use their **base resistance** as DC (set by the GM or default to 23 for most NPCs).
There are no opposed rolls in standard intrigue scenes—success is measured by how well you overcome resistance, not by beating the targets total.
### 4. **Spend Successes**
After rolling, you **spend your successes like currency** based on the approach you used.
Each approach—**Charm, Deceive, Persuade, Command, Invoke**—has its own **effect table**, offering both mechanical and narrative options.
You may spend multiple successes across several effects, or invest them all into one powerful shift.
### 5. **Apply Effects, Conditions & Slights**
Effects are now resolved:
- Conditions are applied (e.g., _Entranced_, _Suspicious_, _Ashamed_)
- Slights are inflicted (emotional or spiritual wounds)
- Targets may resist some effects if they spent successes on defense
- Narratively, the outcome of the exchange is described and felt
### 6. **Update Bonds, Momentum, and Leverage**
At the end of the round, track long-term developments:
- **Bonds**: Deepened or strained?
- **Leverage**: New secrets uncovered or spent?
- **Momentum**: Are you gaining control of the scene?
This phase represents the slow turning of the tide in extended intrigue—favor shifting in a courtroom, hearts swaying in a seduction, spirits reacting in a shrine.
## 🎬 Social Actions
In each round of social intrigue, characters may take **one action**. These are not abstract maneuvers—they represent a specific intent, method, and tone within the unfolding scene.
Some actions are aggressive—meant to shake your opponent's composure or sway the audience. Others are defensive, reflective, or tactical. Each choice carries narrative meaning and mechanical consequence.
Heres a quick overview of the available actions:
### 🎭 **Engage**
The heart of social conflict. You actively try to change another characters stance, mood, beliefs, or behavior using one of the five social **Approaches** (Charm, Deceive, Persuade, Command, Invoke).
You roll and **spend successes** to apply effects based on your chosen approach.
> Use this when you want to: seduce, argue, intimidate, manipulate, spiritually dominate, or press any social advantage.
#### ⚖️ Mechanics of Engagement
- **Choose an Approach**: One of the five core social modes: **Charm**, **Deceive**, **Persuade**, **Command**, or **Invoke**
- **Roll**: Your **Attribute + Skill**, based on the approach (typically Presence, Cunning, or Spirit)
- **Successes**: Each result of 5 or 6 is one success
- **Spend Successes**: Each approach has a table of effects you may purchase with your successes
The effects vary wildly—Charm might create Bonds or reduce hostility, while Deceive may redirect blame or implant false beliefs. Each approach is a unique playbook.
#### 🌀 The Five Approaches
##### 💕 **Charm**
_Seduction, empathy, connection._
Charm builds rapport, melts defenses, and entangles the heart.
**Pool**: Presence + Seduction or Empathy
**Typical Use**: Disarm hostility, earn trust, inspire desire, lower guards
**Ideal Target**: Emotionally vulnerable, socially inclined, or uncertain characters
| Cost | Effect |
| ---- | -------------------------------------------------------- |
| 1 | Remove 1 Slight from self or target (soothing influence) |
| 1 | Learn a detail about the targets emotional state |
| 2 | Deepen or create a Bond (max once per scene) |
| 2 | Target cannot oppose your next Engage action |
| 3 | Apply _Entranced_ or _Swayed_ condition |
| 3 | Cause a neutral party to turn friendly for the scene |
##### 🐍 **Deceive**
_Lies, manipulation, redirection._
Deceive clouds truth, plants doubts, and bends perception.
**Pool**: Cunning + Deception or Subterfuge
**Typical Use**: Mislead, hide motives, shift blame, fabricate
**Ideal Target**: Naïve, distracted, guilt-ridden, or under pressure
| Cost | Effect |
| ---- | ---------------------------------------------------------------- |
| 1 | Conceal your intent; target suffers 1 die to Observe you |
| 2 | Misdirect blame or consequence to a third party |
| 2 | Apply _Suspicious_ or _Distracted_ condition |
| 3 | Implant a false belief or “misremembered” fact |
| 3 | Targets next attempt to influence someone else suffers 2 dice |
| 3 | Create temporary false leverage (GM decides when/if it unravels) |
##### 🗣️ **Persuade**
_Logic, sincerity, moral force._
Persuade appeals to reason, shared values, and well-framed arguments.
**Pool**: Presence + Persuasion or Etiquette
**Typical Use**: Shift beliefs, call on duty or conscience, build agreement
**Ideal Target**: Thoughtful, loyal, or wavering individuals
| Cost | Effect |
| ---- | ----------------------------------------------------------------- |
| 1 | Reduce the DC of your next Engage action against this target by 1 |
| 2 | Apply _Inspired_ to an ally who hears your argument |
| 2 | Convince target to delay or hesitate in their current course |
| 3 | Create a shared goal or temporary alliance for the scene |
| 3 | Apply _Ashamed_ if your argument exposes a hypocrisy |
| 3 | Improve the disposition of a neutral crowd or observer group |
##### 🧨 **Command**
_Dominance, force of will, intimidation._
Command asserts control. It silences, coerces, and demands respect.
**Pool**: Presence + Command or Intimidation
**Typical Use**: Demand obedience, override discussion, shatter confidence
**Ideal Target**: Subordinates, those wracked with doubt, or brittle egos
| Cost | Effect |
| ---- | --------------------------------------------------------------------------------------------- |
| 1 | Force the target to hesitate, skipping their next action unless they spend a Bond or Leverage |
| 2 | Cause a lesser NPC to obey or stand down immediately |
| 2 | Apply _Flustered_ or _Ashamed_ condition |
| 3 | Inflict 1 Slight even if the target resists the command |
| 3 | Take narrative control of a groups reaction (guards stand down, crowd disperses, etc.) |
| 4 | Force a target to submit or Falter (only if they are already wavering) |
##### 🔮 **Invoke**
_Spiritual presence, ritual binding, soul-deep authority._
Invoke uses mystical pressure, spiritual truths, or sacred weight to compel.
**Pool**: Spirit + Rituals, Theology, or Attune
**Typical Use**: Demand sacred obedience, expose spiritual truths, challenge taboos
**Ideal Target**: Superstitious, guilt-ridden, or Veil-bound characters
| Cost | Effect |
| ---- | ---------------------------------------------------------------------------------- |
| 1 | Target becomes uneasy; apply _Unnerved_ (1 die to Spirit or Focus) |
| 2 | Force a spiritual test (target rolls Spirit, failure applies _Entranced_) |
| 2 | Extract a verbal vow or oath, breaking it causes Slights or narrative consequences |
| 3 | Apply _Distrustful_ or _Fearful_ condition |
| 3 | Trigger a supernatural response (a spirit stirs, the Veil flickers) |
| 4 | Bind target to an oath, vision, or memory (GM approval; major leverage) |
### 🛡️ **Defend**
Not every round is a verbal thrust—sometimes, survival means holding your ground. When you choose to **Defend**, you do not strike back. Instead, you reinforce your emotional stance, fortify your spirit, or mask your vulnerabilities.
You roll a relevant dice pool based on your chosen defensive approach, then **spend your successes** to increase your **resistance DC** or apply protective, misleading, or reactive effects.
> Use this action when you expect pressure, wish to stay guarded, or want to hold the line until you strike.
#### 🎭 Defensive Approaches
Each of the following is a valid form of defense. Choose one that fits your characters demeanor, training, or current emotional state.
##### 🧘‍♀️ **Compose**
_Steadying breath, inward focus, spiritual centering._
**Pool**: Focus + Spirit
**Tone**: Stoic, patient, unshakeable
**Effect**: You draw inward to shield your emotions and thoughts.
| Cost | Effect |
| ---- | ------------------------------------------------------------------------------------ |
| 1 | Increase your resistance DC by +1 this round |
| 1 | Remove 1 Slight |
| 2 | Block 1 incoming Condition (e.g., _Entranced_, _Flustered_) |
| 2 | Gain +1 die on your next rounds roll |
| 3 | If you do not speak or engage next round, your resistance DC increases by +2 instead |
##### 🌀 **Deflect**
_Misdirection, redirection, playing the fool._
**Pool**: Cunning + Deception
**Tone**: Slippery, evasive, ungraspable
**Effect**: You confuse, distract, or subtly twist the conversation to avoid being pinned down.
| Cost | Effect |
| ---- | --------------------------------------------------------------------------------------------- |
| 1 | Increase your resistance DC by +1 this round |
| 1 | Conceal your motive (target cannot Observe you next round) |
| 2 | Shift narrative pressure or blame to another present NPC. Move 1 dealt Slight to your target |
| 2 | Gain temporary false Leverage against your attacker |
| 3 | Targets next action suffers 1 die as they chase shadows |
##### 📢 **Discredit**
_Shouting down, turning the crowd, eroding authority._
**Pool**: Presence + Intimidation or Command
**Tone**: Bold, aggressive, confrontational
**Effect**: You undermine the attackers credibility or presence in the room.
| Cost | Effect |
| ---- | -------------------------------------------------------------------- |
| 1 | Increase your resistance DC by +1 this round |
| 1 | Cause attacker to lose 1 success on their next Engage roll |
| 2 | Apply _Flustered_ to your attacker if they fail to influence you |
| 2 | Narratively silence the attacker (brief hesitation, crowd murmurs) |
| 3 | You may immediately follow with a free Observe or Shift Focus action |
##### 🌸 **Soften**
_Compassion, empathy, emotional openness._
**Pool**: Empathy + Wit or Presence
**Tone**: Gentle, receptive, forgiving
**Effect**: You meet aggression with compassion, absorbing the blow and sometimes turning it into connection.
| Cost | Effect |
| ---- | --------------------------------------------------------------------- |
| 1 | Increase your resistance DC by +1 this round |
| 1 | Reduce Slights taken this round by 1 |
| 2 | Learn 1 emotional truth about the attacker (as if you Observed them) |
| 2 | Apply _Swayed_ if the attacker had any Bond with you |
| 3 | Remove 1 Slight from both yourself and your attacker (peace offering) |
##### 🔮 **Spiritual Guard**
_Invocation of spirits, silent ritual, soul-fortress._
**Pool**: Spirit + Rituals or Attune
**Tone**: Sacred, stoic, shrouded in unseen power
**Effect**: You call upon inner truths or bound spirits to defend against social intrusion, particularly mystical or soul-deep manipulation.
|Cost|Effect|
|---|---|
|1|Increase your resistance DC by +1 this round|
|1|Your attacker suffers 1 die if they use Invoke next round|
|2|Block all spiritual conditions (_Entranced_, _Unnerved_, etc.)|
|2|Shield an ally within sight from 1 Slight this round|
|3|Create a Veil disturbance (minor spiritual backlash in scene)|
#### 🧠 Strategic Note
- Defending well is not passive—it sets the tone and forces your opponent to **work harder or reconsider**.
- Some defenses can **counterattack** indirectly (Discredit), others **heal** (Compose, Soften), and some create spiritual or narrative shifts (Spiritual Guard).
- Unlike combat, **you are not locked into your defensive posture**—you can shift styles scene to scene, round to round, even moment to moment.
### 🩸 **Recover Composure**
Sometimes, the best move is to pause—drop the mask, take a breath, and reassert control over your fraying self. When you take the **Recover Composure** action, you withdraw from rhetorical pressure and focus entirely on restoring your emotional stability.
> You are not defending this round. You make yourself vulnerable—but the reward is the chance to heal, reflect, and rise stronger.
#### 🎲 Mechanics
- **Roll**: _Focus + Spirit_
- For each **success**, you may:
- **Remove 1 Slight**
- Or **Clear 1 minor Condition** (e.g., _Flustered_, _Ashamed_, _Swayed_)
This makes **Recover Composure** the most effective way to reduce Slights—far superior to the minor relief that some defensive effects offer.
On **3+ successes**, you may also regain narrative poise:
_e.g., you stand tall again, regain the crowds attention, or lock eyes with your adversary._
#### 🔁 Rejoining After Falter
If youve **Faltered** (because your Slights exceeded your Face), this is the **only action** you may take to re-enter the scene.
- Roll _Focus + Spirit_, DC **2**
- **On success**:
- Remove up to 3 Slights
- Rejoin the encounter next round
- **On failure**:
- You suffer **Emotional Breakdown** (see below)
- Remain withdrawn and lose the next round as well
##### 💔 Emotional Breakdown (Optional Rule)
If you fail to recover, you may suffer one of the following effects (GM or players choice):
| Breakdown Result | Effect |
| ------------------------ | -------------------------------------------------------------------------------- |
| **Fractured** | Cannot form or spend Bonds for the rest of the scene |
| **Haunted** | Your social rolls for the rest of the scene are made with 2 dice |
| **Shattered Confidence** | Automatically suffer 1 Slight when targeted next |
| **Withdrawn** | You cannot target or be targeted for the rest of the scene (narratively removed) |
This adds weight to the choice of **when to retreat**, and whether its safe to push on emotionally battered.
#### 🧠 Tactical Note
- Use this action when you're approaching the breaking point, or after a successful defense bought you breathing room.
- Its also ideal in scenes where **holding silence** is not safe, but striking back would only worsen your position.
- If another character **uses Observe** on you while you are recovering, they may see a rare moment of emotional vulnerability.
### 👁️ **Observe**
Not every exchange is about whats said. Sometimes, the most powerful move is to say nothing—and watch. With **Observe**, you take a step back from the conversations momentum to read the emotional terrain, uncover hidden motives, and identify opportunities for later influence.
> You arent pressing or defending. Youre collecting information—and in Vaelora, thats power.
#### 🎲 Mechanics
- **Roll**: _Wits + Empathy_, _Wits + Insight_, or _Cunning + Inquire_ (GMs discretion based on flavor and method)
- You target a **single character** in the scene.
- **Each success** may be spent on one of the following:
Depending on which approach you have chosen to observe the target, you may gain different advantages by spending your successes. You can always spend 2 succsesses to **Prepare a Shift** (see below).
##### 🌸 Empathy _(Wits + Empathy)_
You read emotions, tone, posture, and vulnerability.
**Ideal for** emotionally perceptive characters, diplomats, lovers, or mediators.
| Cost | Effect |
| ---- | -------------------------------------------------------------------------------------------------------------- |
| 1 | Learn targets current emotional state (fear, guilt, envy, etc.) |
| 2 | Learn which **Approach** the target is emotionally susceptible to (e.g., they crave approval = Charm weakness) |
| 2 | Detect emotional **contradiction** (their words belie their feelings) |
| 3 | Create a **one-way Bond (Rank 1)**—you now affect them more deeply |
| 3 | Reduce their resistance DC against you by 1 for the rest of the scene |
##### 🕵️‍♀️ Insight _(Wits + Insight)_
You read patterns, inconsistencies, and mental state.
**Ideal for** scholars, interrogators, strategists, or lie detectors.
| Cost | Effect |
| ---- | ------------------------------------------------------------------------------------------------ |
| 1 | Learn if the target is being truthful this round |
| 2 | Uncover a **falsehood or deception** from earlier in the scene |
| 2 | Learn what **they are trying to hide** right now |
| 3 | Learn what **topic or subject** is most likely to make them Falter |
| 3 | Prepare a **counter-rhetoric**: Gain +1 success on next Persuade or Deceive roll vs. this target |
##### 🧩 Inquire _(Cunning + Inquire)_
You pry, bait, test, and exploit.
**Ideal for** spies, gossipmongers, spirit-hunters, or political players.
| Cost | Effect |
| ---- | -------------------------------------------------------------------------------------------- |
| 1 | Ask a loaded question that forces a reaction—GM must reveal something |
| 2 | Spot an opportunity to gain Leverage (and create a token next round) |
| 2 | Detect what **they fear being revealed** in this setting |
| 3 | Reveal an **ongoing connection or secret alliance** (e.g., they serve another courtly power) |
| 3 | Cause the target to become _Suspicious_ of another person you implicate (Deceive synergy) |
> [!info] Modularity
> You can keep these lists modular. For GMs, this makes it easier to reward roleplaying or allow players to create **custom Observe styles** (e.g., _Spirit + Attune_ to read spiritual pressure in a shrine).
>
> And from a balance perspective:
> - **Empathy** favors social follow-up (Charm/Persuade)
> - **Insight** favors defense and counterplay
> - **Inquire** favors aggressive setups (Deceive/Command/Leverage)
#### 🔁 Preparation & Stacking
The effects of Observe can **stack across rounds**, and Observing the same target multiple times may uncover layers of insight or deepen your leverage.
Additionally, some **Conditions** (e.g., _Swayed_, _Ashamed_) may make a target **easier to Observe**, lowering the DC or increasing your dice.
#### 🎭 Examples in Play
- You Observe the high priestess during debate, gaining insight into her guilt over past sacrifices—later used to Persuade her into revealing the truth.
- You watch a cocky noble and note his performative bluster—making him vulnerable to Charm and Deceive but resistant to Command.
- You see a subtle flicker in a veiled womans gaze and realize she carries a spiritual scar—making her a prime target for Invoke.
#### 🧠 Tactical Note
- Use **Observe** early in scenes to identify pressure points.
- Combine with **Hold Silence** for a devastating next-round read-and-strike combo.
- Observe is often best when your character is being targeted—you may not win the round, but youll know where to strike next.
### 🎭 **Shift Focus**
Every social encounter is a dance—and sometimes, the music changes. When you **Shift Focus**, you intentionally break from your current emotional posture, disengage from a target, or abandon your active social stance in favor of a new one. Its a reset, but not without cost.
> Use this when your tactic is stalling, your target proves too resilient, or the mood of the scene shifts unexpectedly.
#### 🎲 Mechanics
- **You may change one or both of the following:**
- Your **current target** (to another person in the scene)
- Your **social stance** (e.g., switch from Engage to Defend next round, or swap to a new Approach)
- **Cost**:
Shifting your emotional stance or redirecting your focus mid-scene causes **strain**:
- **Suffer 1 Slight**, OR
- **Lose 1 success** from your next roll (players choice)
This represents the **vulnerability** of breaking posture: your moment of silence, hesitation, or recalibration is noted by those watching.
- **Effect**:
- Clear all **active Conditions** or effects youve applied to your previous target
- Lose any **Momentum** or temporary bonuses (e.g., +1 die, Observed weaknesses, setup effects)
- You may declare a **new intent** for the following round
#### Preparing a Shift
If you want to Shift Focus without penalty, you may preface it with an **Observe** or **Defend** action that rolls at least **2 successes**.
This allows for smoother, more tactical repositioning—think of it like a feint, feigned withdrawal, or graceful transition.
### 🔇 **Hold Silence**
In the world of Vaelora, silence can be more terrifying than words. When you **Hold Silence**, you step out of the conversational flow. You speak no words, issue no rebuttal, and make no move—yet the weight of your gaze, your presence, or your stillness hangs heavy.
Youre not disengaged. Youre **waiting**.
> Use this when you're biding time, feigning indifference, or preparing for a devastating return volley.
#### 🎲 Mechanics
- You take **no other action** this round.
- You cannot be considered **actively defending**, though passive resistance (your base DC) still applies.
- **Gain +1 die** to your next rounds roll (any action).
- **Cannot be used two rounds in a row**—holding silence is only powerful when its a rare, deliberate tactic.
#### 🧠 Tactical Note
- Best paired with **Observe** or **Engage** the following round—setting up a high-impact moment
- May be used to **break rhythm**, stall momentum, or **let others Falter first**
- Can serve as an **intimidating posture** in tense scenes (especially when combined with high Presence or Spirit
## 🛡️ Passive Defense
In a world of veiled truths and whispered power, even silence is a stance. Every character in a social encounter possesses a **Passive Defense**—a measure of their instinctive, unspoken resistance to manipulation, pressure, or emotional intrusion.
This DC (Difficulty Class) is **always active**, whether the character is engaged, distracted, or choosing another action. It represents your base resistance to influence and serves as the target number that others must overcome when using a social Approach against you.
If you choose to **Defend** actively during your turn, you may **increase** your Passive Defense by spending successes to fortify your emotional or spiritual guard.
### 🎲 Calculating Passive Defense
Each Approach targets a different kind of resistance. Depending on which **Approach** an opponent uses (e.g., Charm, Deceive, Invoke), your Passive Defense is calculated using a different combination of **Attribute + Skill**.
To determine your Passive Defense DC (round up any fractions):
$$Passive Defense = \frac{Attribute + Skill}{2}$$
This base DC usually ranges from 2 to 5 for most characters.
### 🎭 Defense Pairings by Approach
Dependng on which Approach an attacker uses to Engage you, a different Passive Defense is applied:
| Attackers Approach | Defending Against | Resistance Pool Used |
| ------------------- | ------------------------ | --------------------------------- |
| **Charm** | Emotional manipulation | _Spirit + Empathy_ |
| **Deceive** | Lies and misdirection | _Wits + Insight_ |
| **Persuade** | Rational or moral appeal | _Wits + Rhetoric_ (or Discipline) |
| **Command** | Intimidation or pressure | _Presence + Command_ |
| **Invoke** | Spiritual authority | _Spirit + Theology_ |
>[!note]
>GMs may approve alternate pairings if the narrative justifies them (e.g., Etiquette vs. Persuade in a courtly setting).
### 🛡️ Boosting Defense via Active Defend
When you take the **Defend** action, you may roll a pool tied to your chosen defensive tactic (e.g., Insight for seeing through lies, Discipline for emotional calm) and **spend successes** to fortify yourself.
This system rewards defending just enough—not every round must be active defense, but choosing the right moment can make all the difference.
### 🧠 Why Passive Defense Matters
- **Consistency & Clarity**: Theres always a baseline to roll against—no guessing if someone is “paying attention.”
- **Character Expression**: A Spirit-heavy mystic shrugs off emotional lures, while a sharp-eyed spy sees through lies.
- **Tactical Depth**: Players who study their targets (via **Observe**) can select the Approach that hits weakest resistance.
## 🩸 Slights, Face, and Faltering
Words wound. A **Slight** is more than a misstep. Its a fracture in your mask—a flush of shame, a stammer, a spiritual sting. Slights represent the emotional and social damage a character suffers during intrigue: embarrassment, self-doubt, exposed secrets, spiritual destabilization, or loss of control.
Every character has a **Face**, the threshold of how much pressure they can take before they break.
> **Face = Spirit + Focus**
Each failed or resisted social action may inflict **1 or more Slights**, depending on the outcome and the attackers approach. Conditions, marked dice, and certain effects may inflict Slights even on partial successes or defense failures.
When a characters total **Slights exceed their Face**, they **Falter**.
### 🩶 Faltering: When the Mask Cracks
To **Falter** is to momentarily lose the thread—emotionally, spiritually, or socially. You can no longer keep playing the game at this moment. Your voice shakes. You look away. You snap. You break.
A Faltering character must choose **one of the following reactions**:
| Falter Reaction | Description |
| --------------- | --------------------------------------------------------------------------------------------------------------------------- |
| **Withdraw** | You leave the scene, emotionally or physically. You may not act again unless you rejoin (see below). |
| **Submit** | You yield: to the pressure, the truth, or the will of another. Accept a demand, confess a truth, or cede the social ground. |
| **Break Down** | You lose control—tears, fury, numb silence. You are out of the scene until you recover. |
| **Lash Out** | You erupt—accuse, insult, strike a low blow. Inflict 1 Slight on your aggressor, but suffer 1 extra yourself. |
These are not mechanical defaults—they are **dramatic pivots**. Lean into them. Roleplay them. Let them change the course of the scene.
Once you faltered, you may use the [[#🩸 **Recover Composure**]] action to gather yourself and be able to act again.
### 🧠 Social Trauma (Optional Rule)
For longer-term consequences, a GM may call for a **Trauma Check** if a character Falters **multiple times in a single scene**, or suffers an Emotional Breakdown under extreme stakes.
- Roll 1d6. On a 5 or 6, gain a **Social Trauma**—a lingering emotional scar.
| Trauma | Effect |
| ---------------- | ---------------------------------------------------------------------------------------------------------- |
| **Anxious** | You suffer 1 die when targeted by multiple characters in a scene. |
| **Distrustful** | You cannot form new Bonds unless deeply roleplayed. |
| **Guilt-Ridden** | Whenever you use a Bond to gain advantage, take 1 Slight. |
| **Jaded** | You can no longer gain Inspiration or benefit from _Charm_ effects. |
| **Shamebound** | Whenever you Falter, the GM may whisper a remembered shame into the scene. It echoes. Others may sense it. |
Social Trauma may be healed through **deep rest**, **narrative catharsis**, or **spiritual intervention**.
## 💥 Emotional Fallout
Social wounds dont end when the words do. In _Vaelora_, the most dangerous exchanges arent between rivals—theyre between companions, lovers, and those who once shared trust. The **Emotional Fallout** system handles what happens when party members clash, betray each other, or speak truths too sharp to ignore.
This system adds narrative weight and mechanical consequence to inter-party conflict, moments of betrayal, or emotionally charged failures.
### 🔥 When to Trigger Emotional Fallout
An **Emotional Fallout** check is triggered when:
- One player character uses a social Approach directly against another
- A character **Falters due to another PCs action**
- A character delivers a **narrative betrayal**, harsh truth, or emotional wound (GMs discretion)
- Players agree that a scene demands it
### 🎲 Resolution
Each participant in the conflict rolls a relevant **Engage** action (usually _Charm_,_Deceive_, _Command_, or _Persuade_).
- Roll as if attempting a normal social action
- The character with **fewer net successes** must choose a **Fallout Effect**
- On a tie, both may choose to either:
- Take a **minor Fallout**, or
- Let the tension linger unresolved (the scene escalates later)
The goal is not to “win” the moment, but to define how it _lands_—what mark it leaves on your relationship.
### 💔 Fallout Effects
Players may choose to narrate their own fallout in place of this table if the GM approves and it fits the emotional arc of the scene.
| Fallout | Effect |
| -------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------- |
| **Bitterness** | You gain +1 die to resist that characters future social actions, but you cannot form or deepen Bonds with them until this Fallout is resolved. |
| **Resigned** | You lose 1 Bond with the other character. If no Bond existed, you gain 1 Slight instead. |
| **Lingering Hurt** | You gain 1 point of **Social Trauma** (see Trauma rules). |
| **Denial** | You suppress the moment. No immediate effect—but your next social conflict with this character has +1 DC. |
| **Closeness Through Pain** | If both players choose this effect, you each gain 1 Bond—but also take 1 Slight. Pain becomes intimacy. |
### 🧠 Resolving Fallout
Fallout does not fade on its own. It must be **confronted or healed**:
- Through a heartfelt scene of apology, truth, or forgiveness
- Via **ritual**, **shared danger**, or **intimacy**
- By burning a Bond to close the wound (you both lose 1 Bond, but remove Fallout)
Until resolved, Fallout can limit social synergy, make conditions stickier, or open cracks for future failure.
## 🔗 Bonds & Leverage
Not all power is visible. Relationships are currency—some forged in fire, others slipped between the sheets or bound by spirit and shame. The **Bonds & Leverage** system represents the emotional, personal, or spiritual weight between characters. You cant win every argument with words alone—but sometimes, it only takes a look… or a memory.
### 💞 Bonds (05)
**Bonds** reflect meaningful emotional ties—**trust**, **affection**, **guilt**, **fear**, or **spiritual resonance**. They can be mutual or one-sided, intense or unspoken, but once forged, they exert mechanical pull.
- Bonds are tracked on a per-target basis (character → character).
- Maximum Bond rating is **5**.
- Most new Bonds begin at **1**, and may grow through narrative moments or mechanical effects.
> You can have Bonds with NPCs, enemies, lovers, allies—even spirits. Bonds dont mean you like them. They mean they _matter_.
#### 🌀 Gaining Bonds
You may gain a Bond when:
- You use **Charm** or **Seduction** with 2+ successes
- You suffer a **Falter** caused by another character
- You share a moment of **deep emotional vulnerability**
- You survive **hardship or danger together**
- You **forgive** or are **forgiven**
Some **Conditions**, Rituals, or Entanglements may also trigger automatic Bond creation.
#### 🎲 Spending Bonds
Once per roll, you may **spend a Bond** with a character to:
|Effect|Cost|
|---|---|
|Reroll 1 failed die|1 Bond|
|Add +2 dice to a social roll targeting them|1 Bond|
|Resist Faltering caused by them|1 Bond per scene|
|Automatically **Recover Composure** after a Falter (vs. them)|2 Bonds|
Bonds are **spent** (not strained)—they are **gone** unless re-earned.
#### 💔 Straining or Breaking Bonds
Bonds are delicate. If a character **betrays**, **ignores**, or **wounds** someone emotionally, the Bond may be:
- **Strained**: still exists, but cannot be spent until resolved
- **Broken**: removed entirely, potentially inflicting 1 Slight or triggering Emotional Fallout
GM may call for a **Fallout scene** or allow **Observe** to reveal the moment a Bond breaks.
### 🐍 Leverage
**Leverage** is the art of knowing just enough to ruin someone.
While Bonds represent **connection**, Leverage represents **control**—information, secrets, power, or pressure that can be used once to devastating effect.
Leverage is tracked as **tokens**, gained and spent per target.
#### 🔍 Gaining Leverage
You gain a Leverage token when you:
- Use **Observe** or **Inquire** with 3+ successes
- Discover a characters secret, oath, trauma, or forbidden tie
- Witness a moment of emotional breakdown or betrayal
- Fulfill a spiritual rite that binds another's soul or shame
- Invoke a political, magical, or religious **debt**
Each Leverage token must be **narratively tied** to a specific threat, secret, or vulnerability.
#### 🎲 Spending Leverage
Each Leverage token may be spent **once** to activate one of the following:
| Effect | Cost |
| --------------------------------------------------------------- | ------------------------------ |
| Automatically trigger a social effect up to cost 2 (no roll) | 1 token |
| Inflict 1 Slight (bypasses defense) | 1 token |
| Reduce targets **Face** by 1 for the rest of the scene | 1 token |
| Force the target to Falter **if they fail any roll** this round | 1 token (limit once per scene) |
Once spent, Leverage is burned. However, tokens may be **renewed** if the secret remains potent or the pressure re-applied narratively.
## 💘 Romance & Love
Rromance is not a subplot. It is spell and scar, bond and battlefield. It shapes destinies, weakens resolve, strengthens souls—and sometimes, destroys them.
This system offers mechanical depth for romantic entanglements, turning longing and connection into mechanics as sharp and seductive as any blade.
### 🔐 Love Must Be Earned: The Bond Threshold
Before two characters may fall into formal romance—before lips meet, or vows are whispered under moonlight—they must first build something real.
To enter a **Romantic Entanglement**, both characters must hold at least **3 positive Bonds** toward one another, or a shared pool of **6 total Bonds**. These Bonds must not be strained, broken, or false.
They must be forged through **vulnerability**, **shared hardship**, **seduction**, or the _slow ache_ of emotional proximity.
> Once the threshold is met, the players may choose to define their **Entanglement Type** and become romantically bound.
### 💞 Entanglements: Defining the Relationship
Every romance has its rhythm—its risks, its rituals, its power imbalances. Choose (or evolve into) an **Entanglement Type** to define the shape of your connection:
| Entanglement Type | Effect |
| ----------------- | --------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Tender** | You each gain 1 Bond. When using _Charm_ or _Empathy_ on one another, add +1 die. |
| **Secret** | +1 die when lying to others about the relationship. But if either of you Falter, the other takes 1 Slight. |
| **Volatile** | +1 die when acting from jealousy, lust, or rage. If one betrays the other, the betrayer suffers 1 Social Trauma. |
| **One-Sided** | One partner begins with 2 Bonds, the other with none. The Bond-holder gains +1 to Observe the other, but 1 die on any action that might hurt them. |
| **Spiritual** | You may borrow 1 Spirit die per scene to your partner. If one suffers a Breakdown, the other is affected by the same Condition. |
These can change over time. Some loves soften. Others twist.
### 🌹 Romantic Bonds
Romantic Bonds follow the same rules as standard Bonds—but they resonate deeper. They are more volatile. More generous. More cruel.
You may **spend Romantic Bonds** as normal (reroll, add dice, resist Falter), or invoke the following special effects:
|Effect|Cost|
|---|---|
|Share the effect of a Defend or Observe action with your lover|1 Bond|
|Resist Faltering for your partner|1 Bond|
|Rejoin the scene immediately after Breakdown if they are present|2 Bonds|
|Take a Condition in their place (once per scene)|2 Bonds|
|Trigger an automatic 3-success social effect in an intimate moment|2 Bonds (once per session)|
### 🛏️ Downtime With Your Lover
When you spend **downtime** with your partner—whether entwined in a warm room, walking beneath spirit-lit trees, or exchanging letters laced with meaning—choose one:
|Option|Effect|
|---|---|
|**Soothing Touch**|Remove 2 Slights or clear a minor emotional Condition|
|**Shared Dreams**|Gain +1 die on your next Spirit- or Focus-based roll|
|**Whispers in the Dark**|Ask one deep or dangerous question the other must answer truthfully (or symbolically)|
|**Intimate Tangle**|Regain 1 spent Bond between you (once per week/session)|
|**Bound by Breath**|Declare a shared vow. If both keep it through the next session, gain +1 Bond or temporary Leverage together|
These are not transactions. They are _rituals of intimacy_—and they leave their mark.
### 🛡️ Love in Hardship
When the world turns cruel, lovers become each others shield.
Once per session, when facing despair, danger, or emotional collapse, you may **invoke your romantic bond** to endure:
| Situation | Effect |
| -------------------- | ------------------------------------------------------------------------------------------------------------------- |
| **You Falter** | If your partner is present, you may roll **Focus + Bond Level** to recover, instead of Focus + Spirit |
| **You Break** | If you suffer Emotional Breakdown, you may pass one effect to your partner—and both roleplay its echo |
| **You Suffer Alone** | If apart, you may spend 1 Bond to reroll a failed defense or composure roll—drawing strength from memory or longing |
### 💔 When It Breaks
If one partner **betrays**, **abandons**, or **fully erodes** the bond:
- The wounded partner suffers 1 **Slight** and gains a **Fallout** or **Trauma** at GM discretion.
- The betrayer must make a **Recover Composure** check immediately—or Falter.
- If both burn their Bonds in fury or sorrow, each gains a **Social Trauma** unless they narrate a painful reconciliation or formal severance.
Love, here, has teeth. And when it bites, it scars.
## 🧠 Optional Systems
These advanced rules add texture, tension, and consequence to social encounters. They dont change the core system, but deepen the **stage**, **stakes**, and **spectacle**. Use them when you want the scene to truly _sing_—or sting.
### 🔥 Momentum Tracker
Social intrigue is rarely static—it swells, shifts, and spirals. The **Momentum Tracker** lets you represent this building pressure in multi-round scenes.
Track the **net successes** between two opposing sides across rounds (e.g., a PC group vs. a court faction, rival diplomat, or dueling lovers). Each success earned by one side subtracts from the others total.
> Example: PCs gain 3 net successes in round one, lose 1 in round two = Momentum at 2.
#### 🎯 Seizing Narrative Control
When a side reaches **6+ Momentum**, they seize **narrative control**:
- The crowd shifts toward them
- The target visibly weakens
- The tone of the scene changes—emotionally, spiritually, politically
At this point, the **GM may trigger a shift**:
- An NPC concedes or escalates
- A third party intervenes
- A secret is revealed or a ritual concludes
> Use Momentum to guide the tempo—not force outcomes, but tilt them. Let the pressure build until someone _breaks_ or _wins_.
### 👁️ Audience Dynamics
Youre never alone in a social encounter. There are always **watchers**—courtiers, spirits, servants, lovers, soldiers. And their reactions can shift the balance.
**Audience Dynamics** come into play when social Conditions affect more than the immediate target:
| Condition | Audience Reaction |
| --------------------- | ------------------------------------------------------------ |
| **Entranced** | Nearby NPCs may become open to suggestion, seduction, or awe |
| **Ashamed** | Observers may whisper, mock, or distance themselves |
| **Inspired** | Allies gain +1 die to social rolls in the next round |
| **Lash Out / Falter** | Tension rises; audience may choose sides or grow restless |
| **Submit** | Crowd may see weakness or loyalty—depending on context |
> The GM may assign the audience a **Mood Rating** (e.g., Hostile 2, Sympathetic 1) that can shift based on who gains Conditions or Momentum.
### 🗺️ Social Terrain
Where you fight with words matters just as much as how.
**Social Terrain** provides modifiers and narrative flavor tied to the setting of the encounter. These locations affect both tone and mechanical outcomes.
| Location | Terrain Effect |
| -------------------------------------------------- | -------------------------------------------------------------------------------------------- |
| **Sacred Ground** | +1 die to _Invoke_, 1 die to _Deceive_ |
| **Public Stage** | On failure: the moment becomes gossip. You suffer +1 DC on future rolls involving reputation |
| **Royal Court** | +1 die to _Etiquette_ or _Persuade_; but failure inflicts _Ashamed_ |
| **Spirit Shrine** | Failed _Invoke_ or _Spirit_-based rolls may trigger _Spiritual Trauma_ |
| **The Garden at Dusk** _(optional poetic terrain)_ | +1 to _Charm_ rolls, but emotional Conditions linger an extra round |
| **Battlefield Campfire** | +1 to _Observe_, 1 to _Charm_. Brutal honesty rules here. |
> GMs are encouraged to create custom Terrain Effects for major story locations. Social terrain can also shift mid-scene as the crowd turns, secrets spill, or spirits awaken.
## Tables
### Conditions
| **Condition** | **Effect** |
| --------------------- | ------------------------------------------------------------------------------------------------- |
| **Entranced** | Target cannot act aggressively toward you for the scene; vulnerable to Charm or Invoke. |
| **Suspicious** | +1 DC to social attempts targeting them; may react harshly to missteps. |
| **Ashamed** | Suffers 1 die on next action; audience may react negatively; vulnerable to Persuade and Command. |
| **Inspired** | Gains +1 die to social rolls for the next round; may uplift allies. |
| **Flustered** | Loses next action unless spending a Bond or Leverage. Vulnerable to pressure. |
| **Unnerved** | 1 die to Spirit or Focus rolls; may reflect spiritual or emotional discomfort. |
| **Distracted** | 1 die to Observe or Defend; cannot use Hold Silence next round. |
| **Swayed** | 2 DC against your next Engage action. May shift their stance or become open. |
| **Fearful** | Must Defend or Withdraw next round; cannot use Command or Invoke. |
| **Distrustful** | Cannot form Bonds with the source for the rest of the scene; +1 die to resist them. |
| **Shamed** | Loses standing in group; social roles against them gain +1 die; causes strain on Bonds. |
| **Inspired (Ally)** | Ally gains +1 die when acting against the same target; often applied via Persuade. |
| **Condition Blocked** | A result of active defense (e.g., Compose or Spiritual Guard); negates one condition that round. |
### Offensive Social Approaches
| **Approach** | **Attribute + Skill** | **Typical Use** |
| ------------ | ------------------------------------- | ------------------------------------------------ |
| **Charm** | Presence + Seduction or Empathy | Build rapport, seduce, inspire, soften hostility |
| **Deceive** | Cunning + Deception or Subterfuge | Lie, redirect, conceal motives |
| **Persuade** | Presence + Persuasion or Etiquette | Argue values, negotiate, appeal to logic |
| **Command** | Presence + Intimidation or Command | Dominate, pressure, override |
| **Invoke** | Spirit + Theology, Rituals, or Attune | Call upon spiritual authority, taboo, destiny |
### Passive Defense Pairings
Your Passive Defense DC (rounded up) is:
> **(Attribute + Skill) ÷ 2**
and depends on which approach is targeting you:
| **Attackers Approach** | **Passive Defense Pool** |
| ----------------------- | ---------------------------- |
| **Charm** | Spirit + Empathy |
| **Deceive** | Wit + Insight |
| **Persuade** | Wit + Discipline or Rhetoric |
| **Command** | Presence + Command |
| **Invoke** | Spirit + Theology |
## 🛡️ Defensive Approaches
| **Defense Style** | **Pool** | **Tone** | **Spend Successes To…** |
| ------------------- | ---------------------------------- | ----------------------------------- | ------------------------------------------------------------------------------------------- |
| **Compose** | Focus + Spirit | Stoic, inward, steady | Raise resistance DC, remove Slights, block Conditions, gain future bonus, intensify silence |
| **Deflect** | Cunning + Deception | Evasive, slippery, unreadable | Conceal intent, redirect harm, confuse attacker, gain false Leverage |
| **Discredit** | Presence + Intimidation or Command | Bold, aggressive, confrontational | Weaken attackers success, apply _Flustered_, silence or override presence |
| **Soften** | Empathy + Wit or Presence | Gentle, disarming, emotionally open | Reduce Slights, learn truths, shift attackers heart, offer peace |
| **Spiritual Guard** | Spirit + Rituals or Attune | Sacred, mystic, fortified | Block _Invoke_, null spiritual trauma, apply supernatural resistance |