Social Combat and Intrigue: The Deadliest Game

When Words Cut Deeper Than Swords

The Power of Words in the Old World

In the Empire, a well-placed word can be deadlier than a well-placed dagger. Social combat represents the cut and thrust of conversation, where reputations die, alliances form, and a single rumor can end a career faster than any blade. Think of it as dueling, but with worse consequences and better clothes.

graph TD A[Social Encounters] --> B[Negotiation] A --> C[Deception] A --> D[Intimidation] A --> E[Seduction] B --> F[Haggle/Charm Tests] C --> G[Charm Tests vs Intuition] D --> H[Intimidate vs Cool] E --> I[Charm/Entertain] F --> J[Success: Better deals] G --> K[Success: Believed lies] H --> L[Success: Compliance] I --> M[Success: New 'friend'] F --> N[Failure: Insulted merchant] G --> O[Failure: Exposed as liar] H --> P[Failure: Called guards] I --> Q[Failure: Slapped/Worse]

Social Status: Know Your Place (It's Low)

Social Actions: Your Verbal Arsenal

CHARM Test: Charm (Fellowship) • Make someone like you • Get minor favors • Smooth over disputes Opposed by: Cool (Intuition vs lies) INTIMIDATE Test: Intimidate (Strength) • Force compliance • Extract information • Clear a room Opposed by: Cool GOSSIP Test: Gossip (Fellowship) • Gather information • Spread rumors • Learn local news Time: Hours in taverns HAGGLE Test: Haggle (Fellowship) • Better prices (more SL, better deal) • Find rare items • Sell questionable goods Opposed by: the seller's Haggle ENTERTAIN Test: Entertain (Fellowship) • Distract audience • Earn a few coins • Disguise true intent Failure: Thrown vegetables LEADERSHIP Test: Leadership (Fellowship) • Rally fleeing allies • Inspire confidence • Command respect Works best on those below you Extended Social Tests Big social goals are Extended tests: rack up SL over several tests: • Seduction: Charm, building SL • Court intrigue: Days of Gossip and Charm • Interrogation: Intimidate vs Cool • Con game: Charm and Entertain (Acting)

Etiquette: Not Getting Executed at Dinner

The Art of Lying: Deception Mechanics

graph LR A[Telling a Lie] --> B{Type of Lie} B --> C[White Lie] B --> D[Plausible Lie] B --> E[Unlikely Lie] B --> F[Outrageous Lie] C --> G[Easy +40 Charm] D --> H[Average +20 Charm] E --> I[Hard −20 Charm] F --> J[Very Hard −30 Charm] G --> K[Opposed by Intuition] H --> K I --> K J --> K K --> L{Success?} L -->|Yes| M[Believed] L -->|No| N[Caught in lie] N --> O[Reputation damage]

Reputation: Your Most Valuable Currency

Despised Disliked Unknown Respected Renowned Reputation Effects (this guide's house rule): Despised: -20 to social tests, may be attacked on sight Disliked: -10 to social tests, higher prices Unknown: No modifier (most starting characters) Respected: +10 to social tests, people seek your aid Renowned: +20 to social tests, free drinks! Changing Reputation Gain: Great deeds, helping locals, defeating monsters Lose: Cowardice, betrayal, association with Chaos, public failure

Intrigue: Playing the Long Game

Social Combat Example

The Merchant Negotiation:

Setup: Party needs information from suspicious merchant

Round 1 - Opening:

Gottfried: "Good day, master merchant!" (Charm test: rolls 21 vs 31 = Success, +1 SL)

Merchant: Grudgingly acknowledges. "What do you want?"

Round 2 - Probing:

Gottfried: "Just browsing your fine wares..." (Gossip test: rolls 30 vs 31 = Success, +0 SL)

Merchant: "Hmm. You hear about those disappearances?"

Round 3 - The Hook:

Gottfried: "Terrible business. We're investigating..." (Charm to lie: rolls 67 vs 31 = Fail, −3 SL!)

Merchant: (opposed Intuition test: Success, wins) "Investigators? You're just rat catchers!"

Round 4 - Damage Control:

Wilhelm steps in: "Special rat catchers. Big rats. With tentacles." (Intimidate: rolls 23 vs 48 = Success, +2 SL)

Merchant: Pales. "I... I might know something..."

Result: Information gained, but merchant will spread word about "investigators"

Bribery: The Universal Language

Bribery Guidelines (this guide's suggestions for Bribery tests):

Target Typical Bribe Test Modifier
Gate Guard A few shillings +20
Clerk Several shillings +10
Watch Sergeant A gold crown or more +10
Noble Many crowns, or favors +0
Witch Hunter Don't try it -40 and arrest

Note: Failed bribery attempts may result in imprisonment or worse!

Mastering Social Encounters

Tips for Social Success:

  1. Know your audience: Nobles hate familiarity, commoners hate arrogance
  2. Dress appropriately: -10 to -20 for wrong attire
  3. Use the right approach: Charm works on most, Intimidate backfires on nobles
  4. Build reputation: Past deeds open (or close) doors
  5. Have backup plans: When words fail, run
  6. Remember names: Using titles wrong can be fatal
  7. Bring gifts: Alcohol is universal

"In the Empire, a silver tongue is worth more than a silver sword.
Unless you're facing Beastmen. Then definitely use the sword."
- Lady Emmanuelle von Liebwitz, on the art of diplomacy