In Nowhere Land, words can be as powerful as weapons. Social Exchange is the system for navigating negotiations, debates, interrogations, and interpersonal conflicts where violence isn't the answer—or at least, not yet.
Social Combat Overview
When to Use Social Exchange
- The outcome is uncertain and both success and failure are interesting
- The NPC has strong opinions, goals, or resistance
- Multiple approaches are possible (logic, emotion, trust, lies)
- The consequences matter (alliances, information, betrayal)
Don't use it for: Simple requests, trivial conversations, or when the NPC's response is obvious. Just roleplay those.
Disposition System
Disposition Scale
| Value | Status | Description |
|---|---|---|
| -5 | Hostile | Will attack, betray, or sabotage you on sight. Negotiation nearly impossible. |
| -4 | Enemy | Actively opposes you. May attack if provoked. Refuses cooperation. |
| -3 | Antagonistic | Dislikes you strongly. Won't help without significant incentive or coercion. |
| -2 | Unfriendly | Suspicious and unhelpful. Needs convincing for even minor cooperation. |
| -1 | Wary | Cautious but not overtly hostile. Will listen but remains guarded. |
| 0 | Neutral | Default starting Disposition. No strong feelings. Open to persuasion. |
| +1 | Friendly | Positively inclined. Willing to help with reasonable requests. |
| +2 | Helpful | Likes you. Will go out of their way to assist. Shares minor secrets. |
| +3 | Allied | Considers you a friend or ally. Will take risks for you. Shares important information. |
| +4 | Loyal | Devoted to your cause. Will make significant sacrifices. Trusts you implicitly. |
| +5 | Devoted | Would die for you. Unshakeable loyalty. You've achieved your social goal. |
Starting Disposition
When you first encounter an NPC, the Trickster sets their starting Disposition:
- Default: 0 (Neutral) for most NPCs
- Reputation: ±1 to ±3 based on your reputation, domain Blessings/Curses, or past actions
- Context: Enemy factions start at -2 to -4; allied factions at +1 to +3
- Careers: Some careers (Partisan Diplomat, Asylum-Born) modify starting Disposition
The Four Paths of Influence
Persuasion (Logic)
Approach: Present logical arguments, cite evidence, appeal to reason, debate facts.
When to Use: Negotiating deals, convincing through facts, arguing your case, changing minds through reason.
Success: Your logic resonates. Target intellectually agrees, but may not feel emotionally invested. Disposition increases by 1-2. Target becomes Friendly or Helpful but may doubt again if circumstances change.
Failure: Your logic doesn't convince. Target rejects your argument but without resentment. Disposition stays same. You can try again with different evidence or approach.
- Ineffective against emotional or irrational NPCs
- Can come across as cold or manipulative if overused
- Doesn't create deep bonds
Conviction (Passion)
Approach: Passionate speeches, rallying cries, intimidation through force of will, inspiring leadership.
When to Use: Rallying crowds, dominating through presence, inspiring action, swaying through emotion.
Success: Your passion inflames them. Target becomes fervent believer or inspired. Disposition increases by 2-3. They become Helpful, Allied, or even Loyal—but the bond is volatile.
Failure: Your passion alienates them. They resent your intensity. Disposition decreases by 1-2. Worse: if you're perceived as manipulative, they become Antagonistic.
- Alienates moderates or rational thinkers
- Creates all-or-nothing outcomes (fervent ally or bitter enemy)
- Can escalate to violence if misused
Sincerity (Trust)
Approach: Show vulnerability, earn trust, empathetic connection, heartfelt appeals, honest emotion.
When to Use: Building relationships, comforting, showing genuine care, making heartfelt promises.
Success: Your honesty moves them. Target feels seen and valued. Disposition increases by 1-3. Deep bond forms (Allied or Loyal).
Failure: Your vulnerability backfires. Target sees weakness and exploits it, or thinks you're manipulating them. Disposition stays same or decreases by 1.
- Cannot be used after Mendacity on the same target (trust is broken)
- Ineffective against cynical or hardened NPCs
- Requires genuine vulnerability (can't be faked without Mendacity)
- If they discover you lied later, Disposition plummets to -3 or worse
Mendacity (Deception)
Approach: Lie, bluff, misdirect, create false identities, manipulate through deception.
When to Use: Infiltrating, conning, maintaining cover, deceiving enemies, hiding truth.
Success: Your lie is believed. Target accepts false premise. You gain advantage (information, access, trust—but fragile). Disposition may seem to increase but is based on deception.
Failure: They see through you. Target knows you lied. Disposition decreases by 2-3. They become Wary or Unfriendly. Worse: if critical failure, they become Antagonistic.
- Contested by Insight: Target can test to detect your lie
- Blocks Sincerity: Once you've lied to someone, you can't use Sincerity on them again
- Builds paranoia—even if you succeed, they may doubt you later
- Discovery can create permanent enemies
Example Social Exchanges
Example 1: The Merchant's Deal
Bram wants to buy a rare exaltation from a merchant in The Hollow Market. The merchant is Neutral (0) toward him. Price is 500 silver, but Bram only has 300.
Round 1: Bram's Approach
Statement: Bram (Persuasion) makes a logical case: 'Your exaltation deserves a buyer who will use it. I'll take better care of it than some passing adventurer.'
Roll: Test Umbra + Persuasion (TN 12). Bram rolls 14. Success!
Outcome: The merchant considers it. Disposition: 0 → +1 (Friendly).
Round 2: Merchant's Response & Escalation
The merchant smiles slightly. 'Interesting. But I still need my payment. Can you prove you're worthy?'
Statement: Bram gambles with Conviction (Umbra/Anima): 'I'm not some petty merchant. I've walked domains that would break lesser travelers. Your exaltation will shine in my hands, not gather dust in this market.'
Roll: Test Umbra + Conviction (TN 14). Bram rolls 18. Critical success!
Outcome: The merchant is inspired. Disposition: +1 → +3 (Allied). But he still wants payment...
Round 3: Final Negotiation
Statement: The merchant: 'You've moved me. Tell you what: 300 silver now, and I'll trust you for the rest. Bring me 200 silver within one month, or I'll collect personally.'
Outcome: Bram agrees. He gains the exaltation and a new obligation (quest hook). The merchant becomes an ally—and a creditor.
Example 2: Interrogation Under Pressure
Mira is interrogating a captured cultist (Disposition -2, Unfriendly, resistant). She needs information about a plot.
Statement: Mira tries Mendacity (Umbra/Anima): 'Your leader was captured. He betrayed you. I have him in the next room. Talk to me, and you'll be spared.'
Roll: Test Umbra + Mendacity (TN 14). Cultist makes Insight check (TN 10). Cultist rolls 8 (fail). Mira rolls 16 (success).
Outcome: The cultist believes her. He's terrified and talks. Mira gets partial information but the lie must be maintained. Disposition: -2 → 0 (Neutral) temporarily.
Statement: The cultist realizes Mira lied when he doesn't hear his leader's voice. He becomes angry and stops talking.
Outcome: Disposition: 0 → -3 (Antagonistic). Interrogation fails. Mira now has a determined enemy.
Quick Reference
Social Exchange Summary
The Four Paths:
- Persuasion — Logic & reason
- Conviction — Passion & force
- Sincerity — Trust & vulnerability
- Mendacity — Deception & lies
Disposition Scale:
- -5 to -3: Hostile, will oppose/attack
- -2 to -1: Unfriendly, suspicious
- 0: Neutral, open to persuasion
- +1 to +2: Friendly, willing to help
- +3 to +5: Allied/Loyal, will take risks