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Duel of Wits Draft

This document provides guidance on conducting a "Duel of Wits" which is an alternative to physical combat where arguments are debated verbally. Key points: 1) A Duel of Wits involves two sides stating their purpose/position, agreeing to terms, and then debating through verbal exchanges seeking to undermine the other's argument. 2) Participants use skills like Influence, Command and Deceive, testing to establish a "body of argument" score to begin. Exchanges are conducted through planned actions in 3 volleys. 3) The goal is to reduce the opponent's body of argument to zero through counterpoints while defending one's own argument. If neither side is reduced to zero after

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0% found this document useful (0 votes)
94 views5 pages

Duel of Wits Draft

This document provides guidance on conducting a "Duel of Wits" which is an alternative to physical combat where arguments are debated verbally. Key points: 1) A Duel of Wits involves two sides stating their purpose/position, agreeing to terms, and then debating through verbal exchanges seeking to undermine the other's argument. 2) Participants use skills like Influence, Command and Deceive, testing to establish a "body of argument" score to begin. Exchanges are conducted through planned actions in 3 volleys. 3) The goal is to reduce the opponent's body of argument to zero through counterpoints while defending one's own argument. If neither side is reduced to zero after

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Roland
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Duel of Wits reasonable and achievable.

Break larger issues up into


smaller arguments and span them across multiple duels. A
war isn't won in a single clash of arms, nor is a court case
won with a single battle of words. The point here is to get the
argument into the mechanics so it can be resolved fairly.
There's nothing worse than two hours of pointless player
versus player argument. Bring arguments to the table, set
the terms, roll the dice and move on.

If the Adept Primus wins, the rogue trader dynasty will stay
out of the local politics - including this war. It's a rather brutal
statement of purpose, actually.

If the Rogue Trader ambassador wins, the locals will stand


with the Rogue Trader dynasty and the other nobles against
this problem.

Walking Away
A player can never be forced to engage in a duel. If he
wishes, he may always walk away from a challenge -
refusing to debate the point. This is a valid method of
preserving the sanctity of one's pride and one's argument,
Dueling Skills but it may allow your opponent to reign unchecked and
control the outcome of the situation. Note, though, if a player
Rather than fighting with poweraxes and chainswords, a chooses to walk away, he must shut up. No more talking
Duel of wits is fought with words. Thus, your main battle about it with him!
skills are: Influence, Command, Deceive, and Charm.
Intimidate and Interrogation are used in support roles.
The Body of Argument
Statement of Purpose Rather than shed blood and break bones, we undermine
points and damage egos in the Duel of Wits. The body of
To begin a Duel of Wits, there must be two sides willing to argument represents the strength of your position at the start
defend their disparate positions. Each side clearly and of the debate.
succinctly states its case. This is called the statement of
purpose. Body of Argument
You should arrive at this juncture after role-playing and
Once the cases have been made clear, each player tests
getting a feel for the situation. If you don't know what you
his skill. Add any successes from the skill test to the
want from a Duel of Wits, don't start one. Keep role-playing
character's Willpower Bonus. This total is the body of
until you want something. Once you do, state your case.
argument for this duel. Note this total.

State your Case Body of Argument Skills


Each player briefly describes his point and why he is
Only Charm, Command, Deceive, Diplomacy or
right. State your cases in an orderly fashion. Once you've
Intimidation (Fel) may be rolled for the body of argument
stated your case, write it out.
test.
The Planetary defense forces has always done right by itself;
there is no need to become embroiled in the internecine Unskilled Body of Argument
politics of outsiders. If you don't have one of these skills, test unskilled using
Willpower. Two successes equals one point of body of
Unless all stand together, all will fall. This is not a problem Argument
for one system or army, but all of the disparate lords of the
sector. When presenting his argument, a diplomat with the
diplomacy skill rolls three Degrees of Successes and adds
Agree to the Terms that to his Willpower Bonus of 4. His body of argument is 7
for this duel.

Both sides must then agree to the terms of this debate The purpose of the Duel of Wits is to reduce your
before continuing. This is essentially a metagrame condition. opponent's body of argument to zero dice through use of
"If I win, you'll do X. If you win, I'll do Y.". Each player states clever strategy and outright attack.
his terms and agrees to a bide by them. Keep the demands
Big Deal Exchange to Exchange
If the GM judges the debate to be very important and If one side's body of arguments isn't reduced to zer0 at
deserving of some lengthy discussion, he may set the bodies the conclusion of volley 3, start a new exchange. Both sides
of argument higher. Instead of rolling, add the Will exponent take a moment to choose three new actions. Do not roll for a
to the skill exponent. new body of argument or otherwise adjust your current total.
Once both sides have scripted new actions, play the
Not a Big Deal exchange volley to volley as described above.
If for some reason two players are debating a minor point
and desire quick resolution, use only the Willpower Bonus as Speaking the Part
the body of Argument. When playing actions, you must speak your part. Spitting
out moves in a robotic fashion is not a viable use of these
The Duel mechanics. The arguments must be made. Of course, no
one expects you to be eloquent, so just the main thrust or a
simple retort usually suffices (but a little embellishment is
In a Duel of Wits, players plan their strategies a few
nice).
moves in advance— they build a hand of actions in order to
Points and Dismisses are spoken before a Rebuttal.
outwit and overpower their opponent’s feeble arguments.
Maneuvers like Feint and Obfuscate are used to literally
interrupt the opponent's flow. If two players are
Verbal Exchange simultaneously throwing Points, Dismissals or Incitements at
each other, either let traits decide who speak first or allow
In a Duel of Wits, we call our "round" the exchange. Each the elder character to proceed. The order doesn't really
player plans three verbal actions for the exchange and writes matter. The results of the tests are tallied after both
them down in secret. We call this "scripting." Each action characters have spoken.
and the opponent's opposing reaction is contained in a Keep it simple and to the point. Say what you need to in
smaller time segment called a volley. Players take one order to roll the dice. Don't write out any speeches, just note
action per volley. Their actions are then played against one your actions; let the oration come organically in play. A
another. multipoint statement should be broken down into multiple
actions across the exchange.
I choose the following: "Volley 1: Point, Volley 2: Obfuscate,
Volley 3: Dismiss. My opponent chooses: "Volley 1: Elements of Elocution
Rebuttal, Volley 2: Point, Volley 3: Feint." In volley 1, we'll
There are seven actions a speaker can use in a Duel of
play my Point against his Rebuttal. In volley 2, I will try to
Wits: Avoid the Topic, Dismiss, Feint, Incite, Obfuscate,
protect myself from his Point with an Obfuscate. In volley 3,
Point and Rebuttal.
my Dismiss will crush his Feint.

Volley to Volley Interactions


Consult the table below for how to resolve the interaction
Once the actions for the exchange are scripted, the GM
of two Duel of Wits actions - a standard test, a versus test or
calls for each volley of actions to be revealed, one at a time.
no test at all. Each action interacts with the other actions
"First Volley!" he says. Each action is spoken and resolved
differently. At the most basic level, the interaction determines
before moving on: The actions for volley 1 are resolved
whether or not you make a standard test, a versus test or not
before moving to volley 2; volley 2 is resolved and then
test at all. When checking this table, read left to right. Some
volley 3 is revealed.
of the interactions are asymmetric.

Resolving DoW Actions Avoid Dismiss Feint Incite Obfuscate Point Rebuttal
Avoid - - - VS. Vs Vs -
Dismiss Std Std Std Std Vs Std Vs
Feint - - VS Vs Vs - Std
Incite Vs Std Vs Std Vs Std Std
Obfuscate Vs Vs Vs Vs Vs Vs Vs
Point Vs Std Std Std Vs Std Vs
Rebuttal - Vs - - Vs Vs -
Std: In a standard test, roll the ability listed with the action at the obstacle indicated. Apply successes as instructed.
Vs: In a versus test, roll the ability indicated with the action against the ability indicated with the opposing action. Apply the winner's margin of success
as instructed in the action description.
—: Do not test any ability for this interaction. You’re vulnerable.
Consult the action descriptions for additional effects.
Duel of Wits Actions than script a Point, I'll put in a Feint to blast by his
predictable Rebuttal. If I'm right and he scripts that Rebuttal,
my Feint will ignore it and I'll get a free attack against his
These are the following actions that compromise a Duel of body of argument. If not, and he scripts a Point or Dismiss,
Wits. I'll be in trouble.

Avoid the Topic Incite


Tests: Willpower
Tests: Command, Intimidation
Speaking the Part: The speaking player must veer off topic,
Speaking the Part: With an acid tongue and biting Wit, a
even to the point of sounding desperate or ridiculous.
character may attempt to distract or dismay his opponent.
Effects: Avoid successes are subtracted from your
The speaking player must pronounce an outright insult to his
opponent’s Point, Obfuscate or Incite successes. This
opponent.
reduces the effectiveness of an opposed action. If Obfuscate
Effects: In a standard test, the obstacle is equal to the
or lncite successes aren't reduced to zero, then the incoming
victim’s Willpower Bonus. If the Inciting player passes the
action Wins and takes effect. Avoid never suffers a double
standard test or wins the versus test, the victim must make a
obstacle penalty for stat versus skill. It’s special.
Willpower test. If the victim fails the test and hesitates, he
misses his next action. However, if the Incite fails, the
Knowing my opponent is going to come out of the gate
margin of failure is added as advantage dice to the
blaring away with a Point, I script my first action as an Avoid.
opponents next test.
Successes from my Willpower Test are subtracted from his
Point Successes.
"'Idiot!' I scream and spit at him. "I'm testing my character's
Intimidation. My obstacle is his Willpower Bonus. If I'm
Dismiss successful, he's going to have to pass a Steel test. A very
Tests: Command, Intimidation, Diplomacy useful maneuver against green characters, but it's risky. I'm
Speaking the Part: This maneuver is used for the vulnerable to Points and Dismissal myself while I insult him.
cataclysmic and undeniable conclusion of an argument.
Loudly declare that your opponent knows nothing about the Obfuscate
topic at hand and, furthermore, lies a fool and a dullard and
Tests: Deceive, Charm
shouldn’t be listened to any further!
Speaking the Part: Obfuscate is a verbal block. The player
Special: If a character fails to Win the duel via his Dismiss
attempting to Obfuscate must present some non sequitur or
action, he must hesitate for his next volley. Either cross off
bizarre, unrelated point in an attempt to confuse or distract
the next action, or skip the first volley of the coming
his opponent. Obfuscate is spoken While your opponent is
exchange.
speaking.
Effects: Scripting a Dismiss adds +2 Degrees of Success to
Effects: Obfuscate is tested versus everything, even itself. If
the character’s skill. In a standard test, subtract each
the Obfuscator wins, the victim of this tactic loses his current
success rolled from your opponents body of argument.
action. If the Obfuscator exceeds his obstacle, his opponent
Against Rebuttal, subtract your margin of success over your
also suffers a +1 Ob to his next action. If the Obfuscator
opponents defense from the body of argument. If you Win
loses the versus test, his opponent's current action goes off
against Obfuscate, all Dismiss successes are subtracted
and his successes are applied as per his action description.
from the body of argument—not just your margin of success.
Furthermore, he gain +1 Degrees of Success to his next
action.
I know I've got him cornered, he's only got 6 points left in his
body of argument. I'm going to gamble and throw a Dismiss
"While my opponent is correct on many particulars, there are
into my script. Adding +2 Degrees to my Command skill,
areas he's not considering. his viewpoints are shaky, his
gives me a shot at knocking him out of the game. However,
position weak. have you considered this? Have you
if I don't get six successes, then I hesitate for my action!
considered the consequences of even considering such a
consideration? Personally, this is something I wouldn't
Feint consider. And I would advise you not to as well. I hereby
Tests: Interrogation, Intimidation, Charm, Deceive warn my opponent to cease considering such a dangerous
Speaking the Part: Using a Feint, the speaker leads his course!"
0pponent on into a trap. He lures him to think he is
discussing one point, until the hidden barb is revealed. Point
Effects: Feint can he used to bypass Rebuttal and to attack
Tests: Charm, Command, Deceive, Diplomacy
Feint, Incite and Obfuscate. In a standard test, each success
Speaking the Part: The Point action is the main attack of
subtracts from your opponents body of argument. In a
the verbal duelist. Hammer away using your statement of
versus test, margin of success is subtracted from your
purpose and related points!
opponents body of argument.
Effects: In a standard test, subtract your Point successes
from your opponent's body of argument. In a versus test,
My opponent's been playing pretty conservatively. I'll bet he
subtract the margin of success from your opponent's body of
thinks I'm going to come on strong in the first volley. Rather
argument. This is the way to win debates!
Melchior exclaims, "I will not have my progeny remember me Compromise
as a coward who let the Val dynasty perform his labors for
him. I'm coming with you; for glory and honor!" Testing his
It is a very rare circumstance in an argument when some
Charm, he gets three successes. These are subtracted from
concessions aren't made by the Winning party to the loser.
the diplomats body of argument.
Sometimes it is ceding or validating a point, other times it’s
agreeing to disagree and still other times an actual
Rebuttal compromise is reached.
Tests: Intimidation, Interrogation, Charm, Influence
Speaking the Part: The player first lets his opponent make When your body of argument is reduced by any amount,
his attack. He then refutes the arguments made while compromises must be made. Victory is unconditional only if
making a fresh point himself. your body of argument is untouched.
Effects: Successes from the defense roll are subtracted
from the opponent’s successes. To fully defend against an Minor Compromise
Obfuscate action, you must get more defense successes If your body of argument is reduced by a few points, you
than your opponents Obfuscate Successes. Each success owe your interlocutor a minor compromise. You must grant
from the Rebuttal that exceeds the success of a Point him a small concession regarding your goal or agree to an
reduces your opponent’s body of argument by the exceeding additional, minor condition that he puts forth.
margin.
You petition the Rogue Trader to grant you his sister's hand
I'm making a Point, but the Ambassador chose Rebuttal. He in marriage. You win, but owe him a minor compromise. He
tests his Rebuttal against my Point. I received 2 Degrees of asks only that you remain loyal to him. A small thing for a
Success on my point and he gets three successes on his Rogue Trader to ask, no?
Rebuttal. My point is reduced to no success, and my body of
argument is reduced by -1.
Compromise
If your argument is reduced to half (or thereabouts), you
Baiting Beliefs owe your opponent a solid compromise. You must grant a
Players are encouraged to play 0n their opponent’s significant concession regarding your own goal or agree to
Beliefs, Instincts and traits during the exchange. Using these an additional, related condition.
facets of personality against their opponents, they can lead
them on and predict their moves. Simply baiting an opponent You and your friend are debating the ownership rights to a
to Dismiss prematurely can cause the fatal error one needs certain fabled sword. You win, but owe your friend a
to pull off a coup! compromise. You agree to let him show it to his estranged
father before you return it to your clan.
Resolving the Argument
Major Compromise
The following are measures on how to resolve the If you lost all but a few of your body of argument points,
Argument. you owe your adversary a major compromise. You must
either grant him a major concession regarding your own
Wining a Duel of Wits goal, or agree to an additional related condition of
Reducing your opponent’s argument to zero while considerable weight. Granting a major compromise should
maintaining your own body of argument indicates you've feel like losing.
Won the Duel of Wits. The terms the winning character set
forth at the outset of the duel must now be abided by and You and your companions are arguing over the fate of an
evil heretic. Should he be executed or should you join him?
acted on by all parties involved. The winning character has
Your friends win, you'll join forces with him. But they owe you
won this test, and like any other test, his intent is made
a major compromise. You'll only join forces with him until he
manifest. (But remember, it's not mind control; it's an
ends this chaos plague. After that, you will bring him to the
agreement between two people.)
These mechanics often refer to audience reaction. This is Arbites to account for his past evil deeds and be sentenced
under the laws of the God-Emperor.
the true benefit of winning. Rarely is the opponent convinced
of the merits of the argument, but all those around him now
see the advantages clearly displayed against the fallacy of Losing
the losers assumptions.
A Duel of Wits is over when one party’s body of argument
The ambassador wins his argument against the Adept is reduced to zero. The loser must abide by the results of the
Primus. The Adept Primus is still against joining his alliance. argument: He's lost and he's agreed to go along with
However, now the Governor has heard both sides, he sees whatever it was his opponent proposed at the outset of the
merit in the ambassador's plans. The Planetary Governor, as duel——for the time being, of course. Remember that these
the audience, agrees to the winning proposal - in fact, he rules don't dictate reality or true feelings. They only dictate
must. public performance and acknowledgment of the "truth".
If a player is particularly open-minded, he can, of course, he accepts, perhaps he can put this matter to bed
have his character change his mind when and as he permanently.
chooses. Being convinced of the merit of an argument is an
acceptable result of these mechanics, but it is not a hard and Helping in the Duel of Wits
fast rule.
For group duels, its best to adhere to the helping rules.
One character - the speaker - acts at the primary for his side.
Shocking Defeat He scripts the moves he'll use. As he goes, his allies make
A character who has lost a Duel of Wits must make a comments on his Points, etc, and throw in helping dice when
Steel test. If his argument was reduced below zero, those they raise their voices. Once everyone has made their
dice are added to the hesitation obstacle. While the loser comments on the particular Volley, have the primary roll the
hesitates, the victor is free to gloat, run him through, exit dice for his actions. It's the same as a regular Duel of Wits,
stage left or offer a verbal coup de grace. but with helping bonuses. In order to grant a helping bonus,
a player must roleplay his character's participation. Failure to
Tying speak up or act means those bonuses may not he used on
If both arguments are reduced to zero in the same volley, that particular roll. Also, there's no rule that says you have to
the duel is a tie. Neither party is in a position to leverage a help your own side. Supporting players may have their
character help the opposing side through disparaging
victory. Two options are available: The characters can part
remarks, bad arguments or just plain treachery! Whatever
Ways and agree to take up the argument at another time, or
they can agree to a compromise. they choose to do, they still must abide by the guidelines and
intent of the particular verbal action they are supporting.

Tied Compromise
The first rule of a compromise resulting from a tie is
neither party can achieve the terms he sought at the outset
of the duel. Both parties must agree to a point that sits
squarely in the middle. It is best for each side to set forth a
new offer—one more generous to their opponent than the
original—and, if possible, have a neutral party offer a third,
middle ground offer. The players then choose the most
appropriate one and move on.
Ties are a difficult and tenuous matter. Hard and fast
mechanics are too rigid to govern the myriad of situations
that will arise in play using these mechanics. But it is
important to remember that neither side has won. If a solid
compromise can be reached, great. If not, perhaps it's time
to escalate. See the Honor Besmirched section below. , We
found it somewhat useful to count how far below zero each
argument was driven. This isn’t to determine a Winner—
since both parties hit zero—but to indicate which side had
the initiative at the end of the duel. This margin can be used
as moral high ground to allow one side to set the terms of
the compromise.

Murder most Foul


If a compromise cannot be reached in a Duel of Wits,
either side may attempt to murder the other. And murdered
they must be. You must kill the other side in order to erase
this travesty. This does not win the duel. You abdicate any
form of compromise. But it feels good. If you fail to kill the
other characters, you have failed utterly. They win.

Honor Besmirched: I demand Satisfaction


A character who has lost a Duel of Wits, but believes he
has been slighted or defamed, may call upon his honor and
demand satisfaction in a duel to the death or for blood. In
this case, the Winning character is free to choose to accept
the duel or not—-or perhaps appoint a champion. If the
winner of the Duel of Wits refuses, he loses no standing in
the eyes of his peers. He was clearly in the right the entire
time and his opponent is behaving in an unseemly manner! If

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