02 / Conflict
The thwart attempt
Thwarting requires successful investigation and a visible active scheme. Its fee is one third of the original influence paid at launch rounded up. That fee is charged on either outcome. Regular and scheme-only influence can pay it.
The contest uses professional focus with the documented Socialite bonuses and saved defender values. The schemer has the extra five and wins ties. Own-account thwarts and storyrunner attempts are rejected before payment.
scheme thwart <number>- Attempt to end a discovered active scheme.
03 / Conflict
Failure affects everybody
A failed thwart puts the scheme on a six-hour cooldown for all challengers rather than only the person who failed. The schemer receives the challenger's name and the result. Being offline does not remove the defender's stored bonuses.
A successful thwart ends the scheme and clears its ongoing effects and introduction news. It does not create the old scene-karma or bystander rewards. The old accept and reject and refer and finish commands are not the current resolution route.
Source notes c5dfe60
Repository edition reviewed 2026-09-19. The running game may differ.