Quoted By:
[2/2]
<span class="mu-s">Intrigue / Counter Intrigue: Game of Princeps with Brother Rousseau</span>
> Friendly Game / Equal Social Standing 50DC
> Base Novice (Princeps) -20DC, +1 Adverse Re-Roll
> Injured (whip marks) -5DC
>Lady Frida Vancewell Favour +6DC, +1 Re-Roll
> Animal Companion (Dame Stoutsworth) +1 Re-Roll Using this 2nd re-roll involves cheating
> Brother Rousseau: Healthy -5DC
> Brother Rousseau: Middling Player (Princeps) +5DC
> Brother Rousseau: Poker Face +1 Adverse Re-Roll
> 21DC
Double Fail = Over caffeinated. You feel the effects of your lack of sleep more keenly tomorrow.
0 Success = Embarrassing defeat. You lose, and your opponent was going extremely easy on you. And you don’t grasp the mechanics of the game enough to even understand how you lost. Perhaps if your next opponent would actually -speak- the explanation would work better.
1 Success = Lessons learned. You are soundly beaten, but at least you understand how the game works. The basics at least. Playing further games in the future will result in you gaining CASUAL AMATUER rank, regardless of outcome.
2 Success = Respectable effort. You lose, but you had to make your opponent work for it. Future games, even as a novice, only require 2 Success to win.
3 Success = Beginner’s Luck. By pure fluke or uncanny talent, you actually manage to win the game. BASE NOVICE is upgraded to CASUAL AMATUER.
Double Pass = Hidden Meaning. +3DC Intrigue/Counter-Intrigue/Persuasion against certain targets. Vancewell bonus.
3 rolls of 1d100, NERDS. You have TWO Re-Rolls. There are TWO adverse re-rolls.
<span class="mu-s">6 rolls of 1d100 total. First 3 are Persuasion, last 3 are Intrigue.</span>
Linking back to your rolls when making re-rolls will assist me. Content update to hopefully follow tomorrow.