Intrigue & Social

Intrigue

• Analysis. The character uses experiments and specialized equipment to learn more about the case at hand. This method normally uses Medicine (dissection, diagnosis), Occult (mystic examination), or Science (chemical tests, material analysis), and can only provide information relevant to whatever the character is analyzing.
• Cracking. The information is guarded by firewalls or literal walls, needing criminal activity to unveil. This method normally uses Subterfuge (picking locks, forging an ID) or Technology (cracking codes,
malware), and offers information hidden by the target.
• Interrogation. The character asks around, reads the atmosphere, or screams at someone hanging from a building. This method normally uses Culture (gossip), Empathy (reading a suspect), Persuasion (questions, conversation), or Subterfuge (criminal contacts), and provides information known to others. If an interaction becomes particularly involved, it may use the intrigue system. A character with a relevant Path (p. 99) can try to discover a clue this way using an Access roll.
• Surveying. The information is right there in front of the character, if they have the right knowledge and look hard enough. This method can use any appropriate Skill, from Close Combat (aftermath of a fight) to Survival (wilderness scene), and provides information about the immediate scene.
• Research. The character hits the books or search engines in search of useful specialist knowledge. This method normally uses Academics (history, politics), Culture (art, legends), Occult (myth, secret practices), or Science (science facts), and offers information that is generally available, if incredibly obscure or advanced.

Extra Clue (1s)
The Storyguide provides the character with an additional clue, which can relate to a Skill they possess but did not use for the original roll.
Interpretation (1s)
The Storyguide offers the character some additional context or insight for understanding a clue or lead, and its relevance to the story or the band.
Q&A (1s)
The player can ask the Storyguide one question about the clue, which must relate to how the character is gathering information. If the answer would be irrelevant or a red herring, the Storyguide should offer alternative information.
Player Inspiration (1s)
The player can create an entirely new fact about the clue, which his character knows. The Storyguide must approve the fact before it is accepted.

Influence

• 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.

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.