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.