Intrigue - Downtime Mechanic
In addition to of traditional downtime moves focused on recovery, this system allows characters to delve into the
complexities of Gindalia—investigating leads, solidifying alliances, or consolidating power to another Downtime
option called Intrigue
Short Rest
During a Short Rest, the party has limited time to reflect, but they can focus on consolidating the information
they've already gathered. This is the perfect moment for connecting clues and creating a clearer picture of the
ongoing intrigue. If at least 2 players take the Intrigue downtime action they may choose to Investigation
Investigation
Action: Each player highlights a key clue, asks a question, or proposes a theory about the connections
between NPCs, factions, or events.
Roll: Roll a Group Check (DC set by the GM based on the complexity of the clues).
Critical Success: Gain 2 Clue Tokens.
Success with Hope: Gain 1 Clue Tokens.
Success with Fear: Gain 1 Clue Token and GM takes a Fear.
Any Failure: Gain no Clue Tokens. The GM introduces misinformation or a red herring that misleads
the party.
Clue Tokens which can be used to
- Confirm or deny a connection between two clues.
- Have a question answered.
- Confirm the plausibility of a theory.
Narrative Flavor: The party gathers around to exchange theories, piece together fragments of knowledge,
and create a clearer mental map of the city's intrigue.
Long Rest
During a Long Rest, the party has more time to act, allowing them to interact directly with Gindalia's web of power
and influence. This is where they can take bold steps to solidify ties or sabotage rivals.
Solidify Ties
Action: Build alliances with factions or NPCs.
Roll: Make a Presence Roll
Critical Success: Gain 2 Favor Tokens.
Success with Hope: Gain 1 Favor Tokens.
Success with Fear: Gain 1 Favor Token and GM takes a Fear.
Any Failure: Gain no Favor Tokens and GM chooses one complication:
The target’s Influence decreases by 1 as they capitalize on your mistake.
A faction or NPC discovers your involvement and takes countermeasures.
The Intrigue Countdown decreases, turning favor towards the Crimson Court.
Favor Tokens which can be spent to
- Increase Influence in targeted Faction by 1.
- Gain new knowledge from Faction.
- Move the Intrigue Countdown, turning favor away from the Crimson Court.
Narrative Flavor: Attend a gala, have a secret meeting, or share a drink with a potential ally.
Sabotage
Action: Undermine a rival faction or NPC.
Roll: Determine the trait used on how they execute their sabotage and then call for a roll using a trait that
matches their approach.
Critical Success: Gain 2 Sabotage Tokens
Success with Hope: Gain 1 Sabotage Token
Success with Fear: Gain 1 Sabotage Token and GM gains a Fear
Any Failure - GM chooses one complication:
The target’s Influence increases by 1 as they capitalize on your mistake.
A faction or NPC discovers your involvement and takes countermeasures.
The Intrigue Countdown increases, turning favor towards the Crimson Court.
Sabotoge Tokens which can be spent to:
- Lower targetted faction or NPC’s Influence by 1.
- Sow distrust between two factions.
- Force a faction or NPC to divert resources to deal with your sabotage.
Narrative Flavor: Spread false rumors, intercept letters, or plant evidence of betrayal.
Integration with Faction Influence and Intrigue Countdown
Intrigue Countdown: Both Short Rest and Long Rest intrigue moves affect the city’s tension. For example:
Spending Clue Tokens to confirm a conspiracy could move the Intrigue Countdown away from the Court
if the discovery threatens a major faction.
Sabotage Tokens directly undermine stability, escalating chaos.
During a Rest the GM make exchange Fear Tokens to tip the Intrigue Countdown in favor of the
Crimson Court
Example in Play:
1. Short Rest – Investagation: After learning about the missing Bloodcoin, the party reflects on their
encounters with Velara D’Amore and Lord Malachi Ravenwood. They create a Story Board, tying Velara to
the black-market trade of relics. They roll a group Knowledge check to investigate, earning a Clue Token.
2. Long Rest – Solidify Ties & Sabotage: The next evening, the party splits their focus:
One PC attends a masquerade to strengthen ties with Velara D’Amore, gaining a Favor Token.
Another infiltrates a rival faction’s skyship hangar, planting evidence of treachery to reduce their
Influence by 1.
Another PC meets with the a member of the Syndicate to plan a strike on a Crimson Court factory
moving the Intrigue Countdown away from the Crimson Court by 1