I’m reproducing the rules for Esprit here as I remember them because I lost my PDF of the original Cloak-and-Sword ruleset. It always felt quite gameable, as it fills a social function that traditional reaction rolls often lack. I think the GLOG could make good use of it.
Esprit
The social relation of Esprit is considered by sophists to be the opposite of neutrality, and by playwrights to be the motive force of all drama. It insists upon itself and moves the body it inhabits to action.
When the party encounters a character that holds Esprit for one of their members, if a Reaction Roll is warranted, use the Esprit Reaction table instead of any other. If other characters are present, the Esprit must be resolved first, and afterwards the reactions of any other non-player characters will be clear.
The player whose character for whom Esprit is held rolls 2d6 and adds their Charisma. The Espirited character reacts in the corresponding manner.
Esprit Reaction Roll (2d6+Charisma)
2 or less: Demands allegiance.
3-5: Demands a service.
6-8: Makes a request.
9-11: Offers a service.
12 or more: Pledges service.
If refused out of hand or ignored, the Espirited character will escalate the confrontation until they receive satisfaction or are rendered insensate.
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