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.

StandingStateMeaning
0HostileActively against you — looking for a reason to refuse or condemn
1DoubtfulUnconvinced, but listening
2UncertainGenuinely weighing it — could go either way
3ReceptiveLeaning your way
4WonThey’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.

Last reviewed 2026-07-08