Intrigue

GM-Info!
Work in progress!
Slightly NSFW!

Core Intrigue Procedures (WFRP 4e)

 
GoalPrimary TestTypical Opposed TestNotes & Tweaks
Spread Rumour / DisinformationCharm (friendly) or
Cool (cold lies)
Audience Intuition or Cool
  • Add ±10 for existing prejudice / loyalty
  • Each +2 SL on the planting roll halves the time needed to reach the next social circle.
  • A player may burn 1 Fate (or spend 75 Concentration) to make the rumour stick with a single key NPC.
Detect FalsehoodPerception (spot tells) or
Intuition (spot motive)
Speaker's Deception or
Charm
On +6 SL you also sense bigger motives (bribery, revenge, blackmail).
Plant Physical EvidenceStealth or
Sleight of Hand
Target's passive PerceptionEach step of extra security (locked room, guard patrol, magical seal) is –1 SL. If using the Crafting rules, spending an hour with proper tools grants +1 SL (forged seal, matching ink, etc.).
Recognise Forgery / TrapPerception or
Investigation
Planter's original rollA character with matching Trade skill (e.g. Scribe, Jeweller) gains +10. Runes, Gems, or Inscriptions designed to defend an item impose –10 on the search.
Subtle InterrogationCharm, Cool or
Intimidate (choose style)
Target's WillpowerTrack cumulative +SL as "Trust / Loose Tongue" points. Reaching +4 SL earns a minor secret; +8 SL exposes a major one. A failed roll that also loses Advantage tips the target off.
Earn Trust / Sow MistrustRepeated Social Tests (usually Charm/Gossip)Target's Cool vs.
Manipulator's SL total
Build to +10 SL across scenes to cement a bond; any failed test wipes the last +2 SL and shows cracks. Spreading mistrust works the same but against the victim's Renown as a difficulty mod (Renown +3 = +30 to resist).
 
Optional Complications
  • Bribery & Corruption: a Fellowship‑based Trade (Haggling) roll; the "price" is usually 10–30 % of the official fine or fee.
  • Secret Societies / Cults: require Lore (Secret Orders) or Linguistics to decode passwords; each botched contact risks exposure.
  • Disguise: oppose Disguise with observers’ Perception; a Mask Rune or Illusion Hex grants an extra +10.
Quick Mechanical Add‑Ons
  • Risky Overcast: Any Hex cast to aid intrigue may be overcast for +5 minutes or +1 target per +2 SL, but a Miscast also gives the wizard a –10 penalty to the next related Social Test (suspicious aura).
  • Runed Document: Crafters with Trade (Calligrapher) may embed a Rune of Echoing Steel or similar to make parchment "sing" if tampered with, –20 to spot unless you have Witch‑Sight.
  • Concentration Refresh: A full night’s rest in a sanctified safe‑house restores an extra 20 % Concentration.
 

Cypher‑System Conversion

  Treat every act above as a Difficulty 1–10 Task. The rumour’s plausibility, target Renown, and security ratings set the base. Players lower it with:  
  • relevant Skills (Persuasion, Stealth, Intrusion…)
  • Effort from the matching Pool
  • helpful Cyphers (e.g. "Voice of Authority" = one‑step decrease).
  A GM Intrusion on intrigue rolls often means unintended witnesses, a paper‑trail left behind, or an ally becoming implicated.   GM info / spoilers / plot hooks.
This is GM information


Cover image: intrigue-article-header by Tillerz using MJ

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