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