The basic Social Exchange rules cover everyday persuasion and conflict. This section expands those mechanics with systems inspired by Dogs in the Vineyard and Burning Wheel—giving you tools for high-stakes social conflicts, persistent relationships, and character-driven narrative agency.
The Raise/See System
When you need specific outcomes from an NPC—more than mere disposition change—you use the Raise/See system. This turns abstract social rolls into concrete demands.
Raise
Make a specific demand: "Tell me where the artifact is," "Give me your weapon," or "Admit you were wrong." The demand must be clear and achievable.
See
The target can accept (conceding to your demand) or contest it. To contest, they make a resistance roll using their relevant skill + essence.
Counter-Raise
Instead of accepting or seeing, the target can make their own raise: "Tell me why I should help you" or "Give me something in return first."
How Raises Work
- Declare Your Raise: State clearly what you're demanding. The demand should be specific and something the NPC can actually provide.
- Set the Stakes: Based on the Escalation Ladder, determine what resources are at risk. Higher stakes require more investment.
- Make Your Roll: Use the appropriate Path (Persuasion, Conviction, Sincerity, or Mendacity) with any modifiers from Relationship Tags.
- Target's Choice:
- Accept: They give you what you want. Mark the relationship change.
- See: They contest with a resistance roll. Compare results.
- Counter-Raise: They make their own demand instead.
- Resolve: If contested, higher roll wins. The winner's side gains +1 disposition. The loser may need to concede or escalate.
The Escalation Ladder
Not all social conflicts are equal. The Escalation Ladder helps you track how intense an interaction has become and what resources are appropriate to invest.
| Level | Name | Description | Stakes | Cost |
|---|---|---|---|---|
| 1 | Talking | Civil conversation, information gathering | Minor—social standing, minor favors | No cost |
| 2 | Teasing | Mild pressure, testing boundaries | Low—small debts, embarrassment | 1 Imagination (optional) |
| 3 | Pressing | Strong pressure, significant demands | Medium—important favors, secrets | 2 Imagination or 1 FP |
| 4 | Physical Threat | Violence implied, intimidation | High—safety, loyalty, major decisions | 3 Imagination or call bluff |
| 5 | Violence | Actual physical harm begins | Very High—permanent harm, death | Combat rules apply |
| 6 | Total War | No holds barred conflict | Extreme—everything at stake | All available resources |
Escalation Rules
- Once you escalate, you cannot return to a lower level without explicit agreement.
- Each escalation level requires at least one round of contested action.
- If someone escalates and the other party refuses to match, they must concede or flee.
- Violence (Level 5) initiates full combat rules—social exchange ends.
- Crossing two or more levels in a single exchange costs additional resources.
Core Beliefs
Beliefs are the heart of your character—convictions that drive action and can be tested for reward. Inspired by Burning Wheel's Beliefs system.
Types of Beliefs
Instinct
Gut reactions, survival instincts. "I always run toward danger to protect others."
Drive
Personal motivations and goals. "I must find my way home, no matter the cost."
Philosophy
Worldview and values. "The truth is always worth telling, even when it hurts."
Creating Beliefs
Each character can have 1-3 Beliefs. When creating yours:
- Write a clear statement of belief (1-2 sentences)
- Choose the type: Instinct, Drive, or Philosophy
- Ensure it's specific enough to be tested in play
- Make it create interesting conflicts when challenged
Testing a Belief
A belief is tested when it conflicts with another value, goal, or necessity. Your character must choose between their belief and another path. This creates drama and earns Fate Points.
Fate Points (Artha)
Fate Points (called Artha in the old traditions) represent narrative agency—the power to shape your story. You earn them by testing your Beliefs and spend them for narrative control.
Earning Fate Points
Belief Tested + Success
When a belief is challenged and you act on it, earn 1 FP
Belief Tested + Sacrifice
When you sacrifice something important to uphold belief, earn 2 FP
Belief Tested + Failure
When you fail but stay true to belief, earn 1 FP
Spending Fate Points
Reroll
Reroll any failed test
Bonus
Add +3 to any roll
Declare
Declare a narrative fact or event
Resist
Resist domain effects or Drift
Starting Fate Points
- Characters start with 3 Fate Points maximum
- FP do not refresh automatically—earn them through play
- Unspent FP at session end are lost (the narrative moves on)
- GM can award bonus FP for exceptional roleplay or story milestones
Example: Advanced Social Exchange
The Negotiation
Mira needs information from Vark, a fence who owes her a favor—but she's asking him to betray a client.
Setup: Mira has "Owes Me" tag on Vark from a previous exchange.
Round 1 - Talking: Mira approaches calmly, asks about recent business. Vark is guarded but civil (Disposition +1).
Round 2 - Pressing (Raise): Mira escalates and makes her raise: "Tell me where the Hollow Sons are hiding their shipment." She's spending 2 Imagination to escalate to Pressing level.
Vark's Choice - See: Vark contests with Intimidation + Umbra. Both roll... Vark gets 14, Mira gets 16. Mira wins!
Fallout: Vark gives up the information but marks "Distrusted" tag on Mira. A "Revelation" Fallout is recorded—the Hollow Sons will learn who betrayed them.
Quick Reference
Advanced Social Exchange Summary
Raise/See:
- Raise → Make demand
- Target: Accept / See (contest) / Counter-Raise
- Winner gains +1 disposition
Escalation Ladder:
- 1. Talking (no cost)
- 2. Teasing (1 IM)
- 3. Pressing (2 IM or 1 FP)
- 4. Physical Threat (3 IM)
- 5. Violence (combat)
- 6. Total War (all in)
Relationship Tags:
- Apply at ±2 disposition change
- Positive: +1 to rolls
- Negative: -1 to rolls
- Stack effects
Fate Points:
- Start: 3 FP max
- Earn: Test beliefs in play
- Spend: Reroll (1), +3 (1), Declare (2), Resist (1)
Social Fallout
Major social conflicts leave permanent marks on your story. After a significant social exchange (disposition change of ±4 or more, or a contested Raise), assign Social Fallout to record the lasting consequences.
Betrayal
Someone was betrayed—trust is forever broken
Humiliation
Someone was publicly humiliated—pride wounded
Revelation
A secret was revealed—relationships shift
Alliance
A new alliance was formed—new obligations
Debt
A debt was incurred—payment will be demanded
Oath
A binding oath was sworn—cannot be broken lightly
Rivalry
A rivalry began—competition for a goal
Breakup
A relationship ended—permanent separation