Standing
Used for the biggest Social Moments — winning over a crowd, a judge, a king — where a single roll isn’t enough to carry the stakes.
| Standing | State | Meaning |
|---|---|---|
| 0 | Hostile | Actively against you — looking for a reason to refuse or condemn |
| 1 | Doubtful | Unconvinced, but listening |
| 2 | Uncertain | Genuinely weighing it — could go either way |
| 3 | Receptive | Leaning your way |
| 4 | Won | They’re with you — the Moment ends in your favor |
The GM sets the starting Standing from the fiction — a king already inclined to distrust the party starts at Hostile; a crowd that’s heard good things starts at Doubtful.
Standing moves on the results of Coax and other Social actions. A Strong or Devastating success that genuinely lands shifts it toward Won; a failed attempt, or a successful Trial from someone actively working against the party in the room (a rival, a heckler), shifts it back toward Hostile.
Ending. The Moment ends the instant Standing reaches either pole — Won, or Hostile.
Five stages by design — this progression is meant to anchor the longest, most deliberate Social Moments in the game, not resolve in two good rolls.