Page 82 - Chronicles of Darkness
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Uncovering the Truth                             Goals


               Once characters have the requisite Clues, they may   When using a Social action with this system, the first
            Uncover the Truth. So long as they have the required number  step is to declare your character’s intended goal. This is as
            of Clues, this doesn’t require a roll; they have pieced together  simple as stating what you want the subject to do, and how
            the puzzle. However, for every Clue short of the required  your character is going about making it happen. You need
            total, the Storyteller adds one significant complication to the  only announce the initial stages, as the effort will likely occur
            investigation. Some example complications are:   over multiple rolls, reflecting different actions.
                                                               At this point, the Storyteller determines whether the goal
             •  The culprit has plausible deniability.
                                                             is reasonable. A character might, with time and proper tactics,
             •  The culprit has a viable escape plan.        convince a rich person to give him a large sum of money. He
                                                             probably isn’t going to convince the wealthy individual to
             •  The culprit has a hostage.                   abandon all of his wealth to the character (though it might
                                                             be possible to get him to name the character as his heir, at
             •  The characters risk legal consequences if they pursue   which point the character can set about speeding up the
               the culprit.
                                                             inheritance process).
             •  The characters risk professional or personal conse-  Doors
               quences if they pursue the culprit.
                                                               Once you’ve declared your character’s goal, the next step
             •  The crime in question was a smokescreen for a greater
               conspiracy.                                   is to determine the scope of the challenge. We represent this
                                                             with “Doors,” which reflect a character’s resistance to coer-
               If possible, use input that came from the players dur-  cion, her social walls, skepticism, mistrust, or just a hesitance
            ing the investigation to determine the results. This doesn’t   toward intimacy. It’s abstract, and means different things in
            necessarily mean they get to determine the culprit, but they   every given case.
            should be able to influence the finer details. After all, if they   The base number of Doors is equal to the lower of the
            made hypotheses and assumptions during the investigation,   character’s Resolve or Composure. If the goal would be a
            and their efforts were successful, that should mean most of   breaking point for the character, add two Doors. If accom-
            their theories rang true.                        plishing the goal would prevent a character from resolving
                                                             an Aspiration, add a Door. Acting in opposition to a Virtue
            Social Maneuvering                               also adds a Door. Doors may increase as the effort continues
                                                             and the circumstances change. For example, if the goal seems
                                                             mundane at first but the situation makes it reprehensible, that
               Social maneuvering is a system for applying persuasion
            and social pressure over time. Social actions within this system   may increase the number of Doors. If your character gives up
            may be direct or subtle, complex or simple. For example, your   on the goal and shifts to another, any Doors currently open
            character may shout at another and demand he gets out of   remain so, but assess Aspirations, Virtues, and Integrity in
            the way, or your character may subtly offer clues suggesting   case of a potential increase.
            someone needs to vote for her.                     Doors must be opened one by one. Each successful roll —
               It is not always possible to get someone to do what you   not each success — opens one. Exceptional successes open two.
            want. For instance, no amount of social maneuvering is going   Also, Doors are specifically a one-way relationship between
            to convince the chief of police in a large city to hold a press   two characters. They may each have Doors to one another,
            conference and admit to murder, even if the player has a dice   or Doors to other characters.
            designed to allow characters to manipulate or convince other  First Impressions
            pool impressive enough to make it happen. This system is
            characters to perform favors or undertake actions, but it   First (and later) impressions determine the time required
            does raise the question: Is one character dictating another’s   between rolls. The Storyteller sets the first impression based
            actions, and how much of that should be allowed in a roleplay-  on any past history between the characters, the circumstances
            ing game? Or, put a different way, can one character seduce   of their meeting, the nature of the favor being asked (if the
            another with this system?                        acting character is asking right up front — sometimes it’s a
               Under a strict read of the rules, yes. The goal is “get that   better idea not to lead off with what you want), and any other
            character to sleep with my character,” the number of Doors   relevant factors.
            is decided as explained below, and impressions and other   “Average impressions” call for weekly rolls, which makes
            factors play into the final result. This is not too different   the process very slow. Through play, your character may
            from how seduction and other, less carnal, forms of persua-  influence the interaction for a “good impression.” This may
            sion actually work — the persuader tries to make the offer as   mean meeting in a pleasant environment, wearing appealing
            enticing as possible.
                                                             clothing, playing appropriate music, or otherwise making
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                                                                                 Social Maneuvering
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