Difference between revisions of "TOTE:Social"

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(Initial Assessment)
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===Initial Assessment===
 
===Initial Assessment===
  
Each social action begins with each side assessing the other. A hero should roll their Judge skill with a Target number of 6 plus the opposition's Wisdom. Each success (including bonuses) counts as one failure that can be safely ignored. For group contests, each hero may roll but only the best result is used.
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Each social action begins with each side assessing the other, determining how best to approach the meeting. Each participant starts with an Initiative value equal to their own Wisdom and then should roll their Judge skill with a Target number of 6 plus the opposition's Wisdom. Each success (including bonuses) adds one to the Initiative value.
  
 
===Actions in the Debate===
 
===Actions in the Debate===

Revision as of 03:42, 24 October 2015

Social Rules

When the heroes interact with most folks, they will simply state their desires and the NPCs will respond accordingly (accomodating, or with a price, or hostile, as the situation warrants). But when important things are at stake, a Social Contest is a way to resolve the meeting using the rules of the game.

Setup

The first decision that must be made is whether the heroes will act united as a group or independently. For a group, there is one Threshold and a single Count for each side in the debate. For individuals, each individual has their own Threshold and Count. (See the extended test rules: [1])

Each group or individual must select an opponent. A group's Threshold is equal to their opposition's highest Reputation, plus the opposition's highest Wisdom (or for NPCs, their Rating + Bearing) plus the total number of heroes. For individuals, the Threshold is simply the Reputation + Wisdom of the opponent (or Rating + Bearing, as appropriate). Each group or individual must also select a Goal, the desired outcome of the debate.

Initial Assessment

Each social action begins with each side assessing the other, determining how best to approach the meeting. Each participant starts with an Initiative value equal to their own Wisdom and then should roll their Judge skill with a Target number of 6 plus the opposition's Wisdom. Each success (including bonuses) adds one to the Initiative value.

Actions in the Debate

The heroes and NPCs take turns debating. On your turn, you may make a skill test using any skill in either the Coyote column or the Turtle row. The Target number is the opposition's Reputation, and the roll is modified by what approach the speaker takes:

ApproachModifierSuccessFailure
Aggressive-2Add your Wisdom to the Count, plus one for each Bonus rolled.This roll counts as two failures.
Careful+2Any success adds 1 to the Count, and Bonuses have no effect.This failure does not count.
Considered+0A success adds 1 to the Count, each Bonus adds 1 more.This failure counts as normal.

Winning the Debate

In a group debate, the debate can end when the first group meets or exceeds their Threshold. If the group likes it may allow the opposing side to take one more action to which it can respond. In an Individual debate, when the first person meets or exceeds the Threshold, each other participant may take one more action and then the social action is considered over.

Whoever made their Threshold receives a minimal version of their goal. Whoever exceeded their Threshold receives a full version of their goal. For these reasons, it is suggested that the goals not be in direct conflict, if possible. If they are, whoever exceeded their Threshold (or had a higher Threshold if both made it) is the victor.