Sometimes a blade isn’t useful to correct a conflict, and violence is unnecessary between two individuals. In these situations a duel may take place, one of words and well-made arguments. Within a Duel of Wits, your objective is to tire out the opponent through mental combat, or make them concede to your point.
Not all Duels of Wits will end in an agreement between the two individuals, however it isn’t uncommon for individuals to agree to disagree or eventually agree to one another’s points well after the Duel of Wits took place.
The winner of the Duel of Wits is allowed to determine the direction and outcome of the duel.
Mental HP: This is equal to your Stress. It cannot go below 0, and while in a Duel of Wits it cannot roll over into Sanity damage unless otherwise stated.
Mental Attack: An attack using Deception, Persuasion, or one of the following -> Magic, Smarts, or Luck (adding level as if they're trained in a skill using this).
Defense: This uses your Mental Defense.
Mental Soak: This is 2 + ½ Smarts + ½ Resistance (maximum of 12).
Reason for Duel: Those engaging in the Duel of Wits outline their reason for the duel in the first place, and what the individual wants to happen upon winning the duel.
Social Initiative: This works like Initiative but adds Smarts instead of Agility.
Actions: Each of these actions have an Offensive and Defensive use, and bonuses/penalties that apply against each other when these are used this way.
All of the attacks listed are Smarts attacks versus the opposing character’s Mental Defense.
Each round characters should determine which action listed below they will use. If they set one as an attack they can set the same one as their Defense, or set another as their Defense.
Their attack and defense choices should be written down on a note card or should be hidden from other players in some way shape or form.
At the beginning of the turn everyone should reveal their choices at the same time. The choice they made must be stuck with, and rolls are made accordingly on the person’s turn.
Each attack, after being made, deals damage equal to the same roll used as the attack made. This damage is factored against Mental Soak, then against Mental HP.