Social System
Trade
- Players can exchange items at hexes with markets during the Prepare Phase.
- Players can trade items with other parties if they occupy the same hex. This can occur during any phase. For parties belonging to different players, both players must be present at the time of the trade.
Rumors
- Each rumor is linked to a specific hex. Not every hex has a rumor, but the notable ones typically do.
- Rumors may not always be accurate and could contain misleading information.
- Parties have the option to share rumors with others, even in different hexes.
- Players can choose to “spread” a rumor by placing the corresponding rumor card face up. This action is performed during the Prepare Phase.
- Information is typically more reliable and detailed than rumors.
- It is used to unlock special encounters, find hidden treasures, or solve puzzles.
- Information cannot be shared like rumors, but it can be traded between parties on the same square or sold at the Flea Market
Persuasion
- Encounters may require a Persuasion Roll.
- Persuasion Roll: 2d6 + Party’s Reputation vs Difficulty.
- Before the roll, you may spend one WP to add +1.
Arbitration
Sometimes words are as important as actions, and agreement the only path to surviving the Brutal Reality of the Ancient Future. Forming agreements can be a valuable source of stability.
Arbitration encounters will have a list of information that could sway the out come. This information could come from many sources and could seem trivial, but these are facts of the situation that both sides think matter.
- If the party encounters an Arbitration encounter they and they do not have the information listed, they can halt the Arbitration until they gather the information.
- The next time a party enters the hex, they must finish the Arbitration.
Step 2. Validation Phase
Now that the Information has been gathered, it needs to be validated by each side. Not always because they think the party is trying to trick them, but just to insure the party has not been tricked itself.
Engage Each Faction: Conduct separate rolls to persuade each side of the Information’s validity. Use the listed difficulty and roll 2d6 plus any adjustments. Each side may have different difficulty for a piece of information. Add the Degree of success for each side, the result is the total validity
Special Rule: Stake Your Reputation
The party may spend 1 LP to add one to all Arbitration rolls this turn. They may do this a number of times up to their Reputation.
Validation Roll Results
- Total Validity < 0, Lose that much Reputation (If Staked)
- Total Validity 1-4, Add one die to the Arbitration Dice Pool
- Total Validity 5+, Add two dice to the Arbitration Dice Pool
Step 3. Arbitration Phase
This is where the disputing parties make a decision about what happens next. This outcome falls into three categories as shown below.
- Roll 2d6 + Validation Dice
- 15+ Mutual Understanding
- 8-14 Impasse
- 7 or less Schism
Step 4. Fall Out
Resolve the encounter using the outcome.
Example Arbitration
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