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Social Sequence

Tier
1
Type
Social
Difficulty
12
Impulses
Overwhelm PCs with Information Give PCs Information

Environment overview

Talk to NPCs and gain Information

Potential adversaries

Guards Assassins Folks

Features

Passives

passive
  • Investigate

    Roll Instinct to look for something or Roll Present to chat to NPCs:

    • Critical Success, gather all useful information.

    • Success with Hope, gather a true piece of information.

    • Success with Fear, gather a true piece of information but mark a stress from all the yapping.

    • Failure with Hope, gather a false piece of information but gain a hint.

    • Failure with Fear, gather a false piece of information and mark as stress.

    Questions
    • How was the all useful information gathered?
    • How did they yap the stress into PCs?
    • How will the hint be delivered?

Actions

action
  • Secret
    Fear 1

    Spend a Fear, to have an NPC trying to hide something. Roll Present to force the truth out of them. On failure, gaining disadvantage on information gathering.

    Questions
    • Why were they trying to keep that secret?

Reactions

reaction
  • Lie
    Fear 1

    If PCs are able to gather a true piece of information. Spend a fear, NPC attempts to lie to the PCs. Roll Instinct or Present to spot that lie. On failure, turn the true piece of Info into a false one.

    Questions
    • Why did they chose to lie?
  • Cover
    Fear 1

    If PCs are able to gather a true piece of information. Spend a fear, to have an adversary kill that NPCs and run away.

    If PCs decide to chase, start the Chase Sequence.

    Questions
    • Who kill that NPC?
    • What was their motivation behind the assassination?

About this environment

Social Sequence

Tier 1 Social

Talk to NPCs and gain Information

Impulses: Overwhelm PCs with Information, Give PCs Information

Difficulty: 12

Potential Adversaries: Guards, Assassins, Folks

Features

Investigate - Passive: Roll Instinct to look for something or Roll Present to chat to NPCs:
  • Critical Success, gather all useful information.

  • Success with Hope, gather a true piece of information.

  • Success with Fear, gather a true piece of information but mark a stress from all the yapping.

  • Failure with Hope, gather a false piece of information but gain a hint.

  • Failure with Fear, gather a false piece of information and mark as stress.

  • How was the all useful information gathered?
  • How did they yap the stress into PCs?
  • How will the hint be delivered?
Secret - Action: Spend a Fear, to have an NPC trying to hide something. Roll Present to force the truth out of them. On failure, gaining disadvantage on information gathering.
  • Why were they trying to keep that secret?
Lie - Reaction: If PCs are able to gather a true piece of information. Spend a fear, NPC attempts to lie to the PCs. Roll Instinct or Present to spot that lie. On failure, turn the true piece of Info into a false one.
  • Why did they chose to lie?
Cover - Reaction: If PCs are able to gather a true piece of information. Spend a fear, to have an adversary kill that NPCs and run away.

If PCs decide to chase, start the Chase Sequence.

  • Who kill that NPC?
  • What was their motivation behind the assassination?

Discussion

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