Prism Rulebook/Basic

The following is the Generic Ruleset for the Prism game system. For the complete rules, along with Optional Rules and rules for playing Superheroes, please click here.

Prism: Basic is a scaling dice (1d4-2d6) target number system that uses eight attributes. The name comes from a similar origin as Hexagon: Basic Supers, except it refers to octahedrons, specifically the hexagonal prism. Although the original game system was designed for the World of Heroes campaign setting, these basic rules can be adapted to any setting.

For the Pocket Edition of Prism: Supers, please click here.

Dice
roll 1d(=Die Rating / dR) as detailed in the Power Grades section below. A +1 (Advantage), +2 (Double Advantage), -1 (Disadvantage), or -2 (Double Disadvantage) may be applied in beneficial or negative circumstances at the GM's discretion. No stacking modifiers can go above +2 or below -2.

Standard Actions
The majority of all rolls you will be doing.
 * 1-3: FAIL
 * 4-5: HALF-SUCCESS
 * 6+: SUCCESS

Heroic Actions
Actions that are challenging even for Parahumans.
 * 1-4: FAIL
 * 5-8: HALF-SUCCESS
 * 9+: SUCCESS

Lesser Die
If it is impossible to succeed at a task, you may roll 1d10 instead of your normal die. If you roll a 10, you succeed normally. If you roll any number other than ten, you will critically fail, at the task, resulting in a large setback for you and/or your team, on top of your failure to complete the task.

Half-Successes and Failures
Take a Move

On a roll of 4 or 5 (for Standard Actions), choose between one of the following:


 * HALF-SUCCESS: You succeed at your current task, but suffer a -1 penalty on your next roll involving the Attribute/Talent used.
 * HALF-FAILURE: You fail at your current task, but gain a +1 bonus on your next roll involving the Attribute/Talent used.

These modifiers are cumulative, adding or subtracting other modifiers up to +2/-2.

A Hard Bargain

On a roll of 4 or 5 (for Standard Actions), the Game Master may present you two paths the narrative may follow. Choose one.

Both choices should have their own advantages and disadvantages. It is up to the GM whether they only show the narrative or mechanical conditions, or describe both. They may allow you to roll Smarts to Get a Hint at the narrative consequences from either choice.

Example:

You roll to check your surroundings for danger, but roll a 4. The GM presents you one of the following options: Uncover Danger, suffer 1 damage or No Danger Discovered.

You ask the GM if you can Get a Hint about the first condition. You roll a 9 and they tell you that the danger will retaliate against you.

After choosing the first option, the GM states: "You discover the enemy sniper... As they shoot you. Thankfully, it only grazes you, causing one point of damage."

Character Creation
A standard Adult Parahuman gets 20 points to put into Attributes called CHARACTER POINTS. Max. is 10, Min. is -1. Every odd number is a half-step (Ex. 5 = C+/1d8). -1 is an INSTANT FAILURE at any task associated with that Attribute.

Attributes

 * Brawn: Strength and Health
 * Agility: Physical reflexes and Speed
 * Fitness: Stamina and Health
 * Smarts: Knowledge and Memory
 * Perception: Awareness
 * Willpower: Mental Fortitude
 * Leadership: Inspire, Give Speeches (Groups)
 * Influence: Charm, Persuade, Intimidate (1-on-1 encounters only)

Derived Attributes

 * Health: (=BRA + FIT)
 * Stamina: (=FIT)

Combat Stats

 * Parry: (=1+AGI/2 r↓); Your base Defense Value
 * Dodge: (=AGI); Your Dodge Value
 * Fighting: (=BRA); Your base Melee Attack Value
 * Accuracy: (=PER); Your base Ranged Attack Value

Manoeuvres
The following manoeuvres can be initiated before Initiative is rolled or when you are taking your action. If you pick one manoeuvre, you cannot choose another in the same turn.


 * Attack: Roll vs. Opponent's Parry to deal damage (Roll Attribute/Power Die Level a second time)
 * Dodge: Roll vs. Opponent's Attack to avoid taking damage (+1 to-hit next round, if successful)
 * Block: Transfer any Health damage (not Aura) to Stamina (-1 to total)
 * Tank: Take damage normally. Gain Advantage (+1) on your next Initiative roll (cumulative for each Attack Tanked)

Cover
Certain kinds of Cover will give you bonuses (or penalties) against enemies in Ranged Combat.

Moving while Attacking will incur a -1 penalty on your Fighting/Accuracy check, and Moving Fast while Attacking will incur a -2 penalty.

Initiative

 * 1) The GM declares Combat is active.
 * 2) All parties declare their actions for the round (pick any manoeuvre)
 * 3) All parties roll Initiative (=AGI)
 * 4) The GM will sort the rolls in ascending order (lowest at the bottom)
 * 5) Rolls are then resolved top to bottom

Repeat every round until all enemies or allies are incapacitated.

Initiative ties are settled by who has the highest base Agility score or by coin flip. On your turn, you can choose to make your action a delayed reaction to allow it to fire on another party's turn (for example: dodging).

You cannot change your action once it is declared.

Hit Location
Hit Location can be determined by the roll of a die, whether independent or dependent from your Fighting/Accuracy roll.

If rolled separately:

If included in Fighting/Accuracy checks (rightmost integer):


 * For 1d4: Roll 2d4, with one representing the hit location and the other the left/right limb
 * For 1d6: If you lack 1d2 (a simple coin), roll an additional 1d4 and determine if it's odd or even.
 * Multiple dice: For rolls involving multiple dice, look at the results and choose any die for hit location

Vital Areas
The companion system to Hit Locations is the Vital Areas system. Landing hits can deal bonus health damage depending on the Hit Location. Armour and Stamina damage is not affected.

Chases

 * On foot: Use Fitness
 * Operating a vehicle: Use Agility

The faster party may gain Advantage or Double Advantage if the gap in Speed is significant enough (Ex. car vs person running [+2], cybernetic person vs. normal person [+1]).


 * On Fleer Success: Slip away [+1 range increment]
 * On Pursuer Success: Close the Gap [-1 Range increment]

Victory Conditions:


 * Trapped: The Fleer is cornered or their mount is Disabled and have nowhere left to go! Combat resumes.
 * Out of Sight: The Pursuer has lost the Fleer's trail and can no longer find them! Must start Tracking (Smarts) to find them.

Assisting an Ally
You may Assist an ally once per Chapter for every two points of Leadership you have.


 * If the helper's roll is >DC, gain +1 (+2 if Critical) to your Skill check.
 * If the helper's roll is <=DC, suffer -1 (-2 if Botch) to your Skill check.

Only one ally may Assist a single target at a time.

Strain (Stamina Damage)
Strain is non-lethal damage that recovers in a couple hours. You cannot be killed from Strain, though any damage that surpasses -4 ST may seep into your Health Pool. Negative modifiers do not stack.


 * >0: Robust. (No ill effects.)
 * 0: Intense Pain. (-1 to all physical rolls next round)
 * -1: Tired. (-1 to all rolls until rest)
 * -2: Fatigued. (-2 to all rolls until rest)
 * -3: Winded. (-3 to all rolls until rest)
 * -4: Exhausted. (-4 to all rolls until rest)
 * -5: Unconscious. Roll vs. Temporary [T1] Injury (Concussion, Sprain, Broken bone, etc.)

Wounds (Health Damage)
As you start taking health damage, the toll it takes on your body becomes more apparent as your ability to fight worsens and you (eventually) suffer Injuries. Wounds heal after a couple weeks, but Injuries may take longer to recover from. For further reading on Injuries, please check the Vices & Virtues section of the rulebook. The following are the effects of being at low Health:


 * >1: Healthy (No ill effects)
 * 1: Maimed. (Suffer an Injury)
 * 0: Mortally wounded. (Death's Door)
 * -4: Instant death.

While at Death's Door, you suffer one point of Health damage every other round.

Static Attributes
Temporary bonuses last until the end of the scene and can be stacked. Spirit is gained from doing either Heroic (Hero), Villainous (Villain) or Badass (Vigilante) actions. Good roleplaying will reward you with a Spirit Shard. You can combine six Spirit Shards into one Spirit Point.
 * Spirit (3): You can gain the following benefits from using one Spirit Point:
 * Gain Advantage (+2 modifier)
 * Re-roll a failed check
 * Invite a new element to the narrative
 * Fully restore your Aura, gain a +1 on your Fighting/Accuracy for each Injury you possess, and ignore the penalties of any sustained Injuries
 * Ignore any penalties given by Injuries and gain six temporary Any points until the end of the current Scene. These points can be used for anything Character or Power Points can be spent on.


 * Resources: Can be used to purchase Equipment, Transportation, Shelter, and other goods and services

Skills
You get three Skills: one at +3, one at +2 and one at +1, the number representing the Modifier you add to the applicable die rolls. Skills must be specialised so they cannot cover a wide variety of ideas. For example: You cannot have "Fighting", but you can have "Brawling", "Swordplay", "Grappling", etc. It costs 1 Character Point to add a new skill and 2 points to upgrade it.

Your maximum modifier for a Skill is equal to 1/2 (r↓) of the total points spent in their parent Attribute.

Example Skills:

The maximum modifier you can have on top of any attribute is +5, counting Super Attributes, Skills and Misc. modifiers. There are no exceptions.

A War of Words (Optional)
Like how physical combat can be played out for drama, social combat can be as well. This Social Combat is also known as A War of Words. It plays out very similarly to a normal combat situation, though it is more focused on 1-on-1 encounters. Other participants are free to engage, taking sides wherever they wish, though the main battle takes place between the two original parties.

Setting The Stakes
If two Player Characters or a Player Character and NPC are going to be engaging in a War of Words, both must agree to the "stakes" – that being "What happens if Player A wins" vs "What happens if Player B wins". Both parties must agree to the stakes, or else the battle cannot commence. This Contract must be seen to the end, even if it isn't something that will permanently change your characters opinion, for the time being he or she will co-operate with the winner.

Example: "If I, the hero Gryphon win, you will admit that your actions were wrong and submit yourself to me so I can take you to justice!" vs. "Ah, but if I, the villain Black Swordsman win, you will admit to yourself that not everyone can be saved. Some people are just too far gone. Sparking an existential crisis!" Agreed.

Stats

 * Debate: (=INF); Your Social Attack Value. Deals Doubt (Social Damage)
 * Belief: (=WILL+10); Your Social Health Value
 * Composure: (=1+1/2[WILL] r↓); Your Social Defense Value

Manoeuvres

 * Sway: Positive {Debate} [+Trust]
 * Instigate: Negative {Debate} [-Trust]
 * Refute: {Block} incoming Doubt [Damage taken = Difference (Min. 1). Uses WILL.]
 * Fob: {Dodge} the question [WILL]
 * Discredit: {Heal} Doubt [WILL]
 * Contest: {Counter-Attack} [Deals ½ Damage back if successful. Receive ½ damage r↑]

Turn Order

 * Instigator → Defendant
 * Defendant → Instigator
 * [REPEAT UNTIL END]

Interrupting
As an Assist action, any character present can Interrupt one of the parties, allowing them to deal damage to the other side in exchange for their ally's turn.

Motivations
Motivations are basically the people or things that we fight for. Using people's Short-Term Motivations (Arc long) against them will give you a +2 on Doubt dealt. Using people's Long-Term Motivations (Campaign long) will give you a +4. Using people's loved ones or friends (Dependencies) against them will give you a +1, unless they are also a Long-Term Motivation, where it will be a +5.

Everyone has Motivations, and you are expected to pick one Long-term Motivation and two short-term. Dependencies count as bonus Long-term Motivations, though be careful adding too many motivations, as they can be used as leverage against you!

Dispositions
Raising/Lowering Disposition can be the secondary results of A War of Words, as long as the change is stated during the signing of the Contract.

Positive Dispositions

Affectionate:


 * Someone loves, adores, and respects you. They are devoted to you, and believe you are to them (at least on some level). They are most likely to fall for Deception, be Persuaded to change their minds, and are easier to Antagonise than most.

Friendly:


 * This person deeply respects you, and probably admires you as well. They think of you as a close friend and confidant. It is harder than normal to Antagonise them, but easier than average to Persuade and Deceive them.

Neutral Dispositions

Amiable:


 * Has a surface level but still positive relationship with you. Such as a co-worker you only talk to at work or a stranger charmed by you. It is easier than average to Persuade people who are Amiable with you. Antagonising or Deceiving them, however, nets neutral results.

Indifferent:


 * Someone who has no strong feelings or another about you. A neutral stranger who still has their guard up around you. It is easier than average to Antagonise people who are Indifferent to you and harder than average to Deceive them. Persuading indifferent people has neutral results.

Dislike:


 * You have rubbed this person the wrong way. They don't hate you per-se, but they certainly do not like you. It is easier than normal to Antagonise people who dislike you, but very difficult to Persuade and Deceive them.

Negative Dispositions

Unfriendly:


 * Someone who really does not like you. They may even hate you. They don't go out of their way to harm you, but they hold you in disdain. It is harder than normal to Antagonise people who are unfriendly towards you, very difficult to Persuade them, and very difficult to Deceive them.

Malicious:


 * Someone who, not only wishes for your doom, but is actively working against you. It is very easy to Antagonise people who are malicious towards you, but very difficult to Persuade and harder than average to Deceive.

Range Increments
The following is a chart showing (semi-optional) range increments for the purposes of outlining your powers with the Power Traits system (consider the chart like grades rated F through SS, like assigning powers):

Dramatis Personae
One's dramatis persona (often shortened to just: persona) refers to the way one presents themself to others, as well as the role they play in society. In the Prism system, your persona is a one or two word descriptor of the kind of person you are. Think about it as your character's defining personality traits. Often times, one's occupation also makes up a large part of their identity. As long as it's not too long, your persona can be anything you desire, and, it will often change throughout the course of the story as you explore the world and interact with characters.

Vices & Virtues
In Character Creation, choose one Weakness (or Vice) and two Strengths (or Virtues).

Weaknesses are a special Move type the GM can use against you [Invoke Weakness]. They may hinder your character in a Minor [T1], Moderate [T2], or Severe [T3] way. What exactly that means, is ultimately up to the Player, though the Tier of the Weakness must be agreed upon by both the Game Master and the Player. Each time your Weakness is [Invoke]d, whether by the GM or yourself, gain one Spirit Shard. You may have no more than two Vices at a given moment.

Weaknesses can take the form of, Dependent NPCs, Stigmas, Vices, Secrets, Inescapable/Compounding Debts, Injuries, Rivals, Disadvantage to certain tasks... The choices are myriad. The stronger the Disadvantage, the more Character Points you receive for it.

Injuries are special Weaknesses that are gained over the course of play. After gaining an Injury from combat, decide with your Game Master the Tier and Type of Injury. Injuries can be Physical, Mental, or Social in nature. There is no limit as to how many Injuries you can have at a given moment.

Strength can give you physical or intangible benefits that can be cashed-in. Examples can take the form of Favours, Debtees, Contacts, Reputation, Wealth, Virtues, Knowledge, Advantage to certain tasks... The strongest of which costing more Character Points. If you wish to have four or more Strengths, you must have at least two Weaknesses, discluding Injuries.

You may create an additional Strength at the cost of three [T1], four [T2], or five [T3] Character Points. In return, additional Weaknesses give two [T1], three [T2], four [T3] Character Points.

As time goes on and your character changes, you may gain or lose one or more of your Strengths and Weaknesses. Whenever you lose a Strength or Weakness, create a new one of the same type and gain one Spirit Point.

By default, Player Characters start with one Weakness [T2] and two Strengths [T2]. All NPCs have at least one Weakness that can be exploited... Just remember to be careful who you reveal your true self to.

You can attempt to [Rebuke a Compulsion] by succeeding a Willpower check. Adding this tag to a Weakness lowers its Tier by one.

Dependents
Picking a Dependent in Character Creation will give you a character to support, travel with or guide you... However they will also require your protection. Think about it as a free Contact that must meet at least one of the following requirements:


 * Requires your protection from most threats
 * Financially reliant on you (or vice versa)
 * An Average Joe

These types of characters could be lovers, mentors, family or some other type of ally. They will not give up on you no matter what, and in return expect you to take care of them. Think Alfred from Batman or Lois Lane from Superman if you want media examples. The Tier of your Dependent depends on how much of the criteria they meet.

Stigmas
A public secret you tried to hide at one point, though for one reason or another, came to the limelight. Generally, these are not as harsh as True Secrets, though they still greatly influence your character and how they interact with the world (and especially how others view your character).

Vices
Something about you that affects you negatively. These are purely internal, so If you are looking for backstory-related flaws, see either Secrets or Stigmas. Vices can be Physical, Mental, or Social Flaws, Personality-based, or some combination thereof. More often than not, Flaws are simple quirks of your personality that can get you into trouble sometimes [T1]. Others, are much more negative and affect you daily as you try to make your way through a world that clearly wasn't designed with your well-being in mind [T2] or [T3].

Secrets
What is the best way to add drama to your character? Give them something they are hiding. Maybe it's past mistake they regret: a shady deal, a lie, a theft, a murder, it doesn't matter. The only thing that matters is not letting anyone know this secret of yours, no matter the cost, as it could potentially ruin your life if anyone found out.

Example Secrets:

 * "I'm not who I say I am. I am really..."
 * "In the past, I committed a grave sin..."
 * "I know something I shouldn't..."
 * "I am secretly related to..."
 * "I have a fondness for..."

In-Universe Examples (World of Heroes)
[DEPENDENT]: Papa Flame is Cheri's father. He is powered, but unable to really fight. He is beloved by the public and rich, though he certainly has his enemies. [T2]

[STIGMA]: Cheri is in a same-sex relationship with Dakota, something frowned upon in most of the country. This would affect her in her day-to-day life in a negative way. [T1]

[FLAW]: Candace Cross is very cocky and stubborn, often putting her and the ones she cares about in bad situations, however, always trusting her gut has also saved her life numerous times. [T1]

[FLAW]: Nightmare requires a special concoction to be able to use his powers without severely hurting himself. [T3]

[FLAW]: Hayden lost her right arm while fighting a villain and has to deal with the sense of loss associated with it. [T3]

[SECRET]: Charles Ikazuchi lives a double-life, being the head of a megacorporation and a member of The LA Rangers. If the world ever knew his secret, it would not only affect him but his livelihood and family. [T2]

Conclusion
All of these examples are exploitable by Antagonists and should be guarded carefully, though they are not negative things about your characters you should erase, they help flesh them out and make them who they are. They also help me make the game more personal for you, by raising the stakes. What fun is it saving the world if you personally have nothing to lose? What is a bigger motivator than someone you love?

Milestones
Milestones are points in the arc of a story or during one's character when the GM will award you an amount of Character Points, Talent Points, and/or Spirit Shards. There is no limit to when a GM will give out resources, but, here are the general rules I follow:


 * Spirit Shards are rewarded by the players at the end of each session or chapter. This is also known as "deciding on the MVP" at my table.
 * Character Points are rewarded by the GM at the end of each story arc. This represents how a character physically grows over time.
 * Talent Points are rewarded by the GM at the end of each character arc. This represents how a character becomes more in-tune with themselves over time.

The following table shows a list of chronology terms that may or may not make an appearance in play: The terminology used is less important than understanding when to use the different levels of time as a Game Master. Sometimes, it's better left abstract.

For example: Turns are generally used for measuring combat encounters, but are too short to be (realistically) tracked in normal play.

Volumes, on the other hand, are useful to track in order to keep a sense of cohesiveness and structure. Depending on the GM's style, it may or may not come up in actual play, or be simplified to "days", "weeks", or "months".

Failure is Learning

 * After each time you roll a 1 on any Attribute, Skill or Power roll, you gain one Advancement Point
 * After gaining six Advancement Points, you gain one Character Point
 * You may exchange Spirit for Advancement Points at a 1:1 ratio

Equipment: Firearms

 * Automatic Fire (shooting multiple times) incurs the following penalties on each concurrent shot: -2/-3/-4/-5

Special Ammo

 * Armour-Piercing rounds deal an additional +1 Damage against targets with more than zero remaining Armour
 * Hollow-Point rounds deal an additional +1 Damage against targets with zero remaining Armour
 * Dragon's Breath/Incendiary rounds cause Fire Damage to unarmoured opponents and +1 Damage against Armoured targets
 * High-Explosive Incendiary rounds detonate on impact, causing a loud visible explosion. They deal an additional +2 Damage against structures, vehicles, and electronics
 * Energy weapons deal an additional +2 Damage to all non-Structure targets (or people with Structure-class+ defenses)

Morale for NPCs
''This rule is intended for NPC usage, but is not necessarily limited to only NPCs. If the Game Master wishes, they can ask the Players to track their Morale score.''

Like how Health indicates physical health, Fatigue indicates weariness, Belief represents one's social standing; Morale can be used to track one's panic level over the course of a scene. The damage for Morale is called Stress. Upon losing your Morale, you will enter a state of Panic until you recover half of your total Morale (1 point every round).

Panic can lead to the following events, determined randomly by the GM:


 * Hunkering down and refusing to fight
 * Fleeing the scene and hiding from the action
 * Immediately attacking any threat that enters your line of sight, without regard for your safety (at double disadvantage)
 * Going berserk and targeting any random target (including allies) within range. May or may not move.
 * Something special...

Your base Morale is double your Willpower score.

The following circumstances will cause direct Morale damage equal to 1d6:


 * Witnessing an especially horrific scene
 * Killing or mortally wounding your target [If Empathetic, Intrusive, or Naïve]
 * Suffering a near-miss (half-success, meeting an opponent's Parry exactly)
 * Taking direct Health damage
 * Witnessing the death of a teammate (+1)
 * Accidentally slaying a teammate (+2)
 * Being maimed or disfigured from combat (+2)
 * Being the last of your team standing (+2)

Leadership can be used to heal a teammate of Stress during Combat. It takes a Leadership roll of six or greater to remove the Panicked condition from a target.

Upon recovering from a Panic, roll a DC 4-6 Willpower check. Upon failure, you gain a Trauma related to whatever brought you to your breaking point. All interactions involving facing your Trauma will be at Double Disadvantage (-2), but upon fighting your fear (or after enough time has passed), you will overcome your Trauma and gain a '1d6 permanent Morale bonus. Failure on Trauma rolls will incur a Minor Break', causing you to sob uncontrollably where you stand or flee to cover and sob (the choice is yours).

If more than half the total enemies are incapacitated, they may attempt to surrender or parley with you to come up with an alternative to fighting. If this option is used by Player Characters, the GM may prompt you to consider the idea.

Drives
Assign each Drive a die level from a full pool of dice (1d4, 1d6, 1d8, 1d10, 1d12) for each value, then write a Statement for it. You can Invoke each Drive once per Chapter, adding it to any roll.


 * Duty: "Given my situation, it's my job to..."
 * Glory: "I want to feel..."
 * Justice: "It's the right thing to..."
 * Love: "I want to protect..."
 * Power: "I want to control..."

Bonds
Set 1d4-1d12 for each of your Bonds, then write a Statement for it. New Bonds start at 1d4. Depending on their Associated Card, Drawing (Free, random) or Tapping (1 Spirit, choose) them will grant different effects in battle dependent on their Bond Level (BL) with you. You can trigger an Interlude (a cut-away scene between you and one or more characters) to increase your Bond Level with a Bondmate by one once per Chapter.

Bond Levels:


 * 1) 0 (Strangers) "I don't know you."
 * 2) 1d4 (Acquaintances) "I know of you."
 * 3) 1d6 (Friends) "I know you."
 * 4) 1d8 (Good Friends) "I like you."
 * 5) 1d10 (Close Friends) "I understand you."
 * 6) 1d12 (Best Friends) "I connect with you."

Your Bond Level with a character represents how well you Trust each other. Breaking your Bondmate's Trust can be very dreadful, and, depending on severity, completely sever your Bond with them.

Selfless Giving:

After Bond Level III (1d8), the only way to increase your Bond Level with a person is to do something selfless for them. The action cannot come without consequences or a lot of time and effort for you. In most circumstances, this Selfless Action will relate to one of your Bondmate's Motivations.

Tag-Team Talent:

After Bond Level III, you gain a free Talent/Ability/Skill that both your Bondmate and you share. Normal Talent rules and restrictions apply. The Die Level is equal to your Bond Level-1, unless you invest Talent Points into it. Examples could include: Combo Moves, a spiritual connection, or a shared power (assuming you have similar Power Sets).

The Gift of Friendship:

The bonuses of developing your Bonds can be:


 * Being able to rely on them for help
 * Being able to confide in them
 * Getting with their circle of friends
 * Learning how to manipulate them

...Just don't expect to do the last one and keep your Bondmate.

Forming Bonds with people is a tricky thing. People expect Reciprocity from you. When they help you... You have to help them. When they talk about themselves... They want to hear a bit about you. And in the current age, this can be a lot to ask from someone. Of course... You could always just lie and hope they never find out.

Progressing to each Bond Level comes with different Boons and Intel. Bond Levels IV and V will net you the juiciest information.

Consolidating Bonds:

You can merge two Bonds of equal level into a Group Bond. Doing so shifts the focus of the relationship on a group over the individuals themselves. Bondmates with active Character Cards cannot be Consolidated.

Notes on Belief

 * Belief is one's confidence in their own abilities and judgement
 * Someone with high Belief may be self-confident, arrogant and/or impulsive
 * Someone with low Belief may be insecure, timid, and/or cautious
 * Belief = WILL + LEA
 * Belief does not heal on its own past 1, and can only be healed through certain Social Moves
 * Each failed Social Move casts one point of Doubt onto you
 * When your Doubt exceeds your Belief, you cannot make any more Social Moves until Belief is restored

Charm
To get an NPC to do what you want them to, create a Social Contract (as described in the A War of Worlds section). In short, create two Clauses: one thing each party gains if they succeed, and one thing they lose if they fail. These can be mechanical (such as Advantage/Disadvantage, cast Doubt) or narrative (follow me, believe my lies). Roll Influence vs. Composure to see who succeeds.

Half-success (5-8)

Choose one:


 * Fulfil Social Contract
 * "Promise me..." – Form a Bond with your Target. Break Trust on a Breach of Contract.

Success (9+)

Choose any two:


 * Any S½
 * Exchange Reputation for temporary Trust until Chapter End
 * Target Loses Debt on you
 * If you aren't Indebted to them, Gain Debt on Target until Chapter End

Failure


 * Nullify Social Contract, Consequence

Persuade
Use Persuade instead of Charm if you have Trust or Debt over your Target


 * Mutual Trust: +2 to roll
 * Manipulate: +3 to roll, Lose Trust if your plot is uncovered
 * Cash-in Debt: +3 to roll

Trust Moves


 * Being able to rely on them for help
 * Call in a favour
 * If successful: Fulfil Social Contract
 * If failure: Nullify Contract
 * Being able to confide in them
 * Tell a Secret
 * Restore Belief, build Trust
 * Restore Morale, build Trust
 * Ask a personal question
 * Restore Target's Belief
 * Restore Target's Morale
 * Getting with their circle of friends
 * Join them in an Outing
 * Gain Advantage in Befriending their Allies
 * If successful: Gain a new Ally at 1 BL
 * If failure: Status quo.
 * Gain a new Contact

Bullying Moves
Lose Trust permanently after use


 * Learning how to manipulate them
 * Force their hand (Force Social Contract)
 * Gain Advantage over them on next action
 * Provoke:
 * Give them Double Disadvantage (-2) on their next roll
 * Cast Doubt = Bond Level +1
 * Spread rumours
 * Exchange Trust for Reputation

Rejecting Influence

 * If Successful:
 * Influenced chooses two:
 * Restore Belief
 * Nullify Contract
 * Lose Trust, Advantage on next roll vs. them
 * Fulfil Contract, Advantage on next roll
 * Fulfil Contract, Lose Trust
 * Cast Doubt on Opponent = BL


 * If Failure:
 * Influencer chooses two:
 * Any of the above
 * Give-in to their Influence, Trust Remains
 * Nullify Contract, Lose Trust, Lose Reputation

Debts
Temporary Trust that doesn't replenish the next day. Can do any Trust or Bullying move. Gives -2 on rolls to Reject Influence


 * Tempt them to do what you want
 * If successful: Fulfil Social Contract, Debt remains
 * If failure: Nullify Social Contract, Debt remains
 * Request Intel
 * If successful:
 * Gain useful information
 * If failure:
 * See: Reject Influence
 * Gain false information
 * Force an Assist
 * Erase a Debt they hold on someone
 * Give you a Debt they have on someone else

Rejecting Influence (Debt)

 * If successful: Reject their Influence, Debt remains
 * If failure: Give-in to their Influence, Lose Debt

Player vs. Player Debt (Reactive)

 * Offer them one Character Point to do what you want
 * Cast Doubt = BL
 * Take +1 on all future rolls against them, until the end of the Chapter
 * Take +2 on the next roll against them
 * Add Complications to a Scene or Failure