Circles
Roll Circles exponent to find a person. Ob set by how specific or unlikely the contact is.
Modifiers
Advantage (+1D each)
- Relevant Reputation
- Relevant Affiliation
- Searching in familiar territory
Disadvantage (+1 Ob each)
- Unfamiliar area
- Different social class
- Different stock
- Highly specific requirements
Enmity Clause
On a failed Circles test, the character finds someone — but that person is hostile, uncooperative, or working against the character’s interests. The enmity NPC becomes recurring.
Relationships
NPCs purchased as Relationships during character burning do not require Circles tests to contact (unless circumstances make them unreachable).
Reputations
Reputations represent renown and fame. They add bonus dice when relevant.
| Dice | Scope |
|---|---|
| 1D | Local — neighborhood, village, or specific community |
| 2D | Regional — province, duchy, or wider area |
| 3D | National — throughout the homeland |
Using Reputations
- Add reputation dice to Circles tests when your fame is relevant to the person you’re seeking.
- Can apply to social tests (Persuasion, Intimidation, etc.) when the reputation would influence the target.
- Reputations can work against you — the GM may use a notorious reputation to increase obstacles or trigger unwanted recognition.
- A character may have up to three reputations.
Affiliations
Affiliations represent membership in organizations and grant bonus dice.
| Dice | Scope |
|---|---|
| 1D | Small, local, or specialized group |
| 2D | Large, regional, or expansive group |
| 3D | National, powerful, or ruling group |
Using Affiliations
- Add affiliation dice to Circles tests when searching within or through the affiliated organization.
- Affiliation dice are separate from Circles exponent — they advance independently.
- A character may have up to three affiliations.
- Affiliations also set the scope of your Circles — they define which communities you have access to.