Editing Once more with feeling/Current House Rules

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===Social Combat===
 
===Social Combat===
 
Social Combat operates on the same time-scale as Regular Combat; Join Battle does not interrupt Social Combat. For every three (3) successes on your social combat action over and above your opponents MDV, another 'scene' worth of effort is applied towards the consequences of a successful action.
 
Social Combat operates on the same time-scale as Regular Combat; Join Battle does not interrupt Social Combat. For every three (3) successes on your social combat action over and above your opponents MDV, another 'scene' worth of effort is applied towards the consequences of a successful action.
====To further clarify:====
 
For hitting the threshold (MDV) you get one scene worth of effect. For every three successes above threshold ((Success - MDV) / 3, round down) another scene worth of effect must be resisted. This explicitly follows the rules for NMI if the attack is NMI (2 willpower per scene without a stunt coming from a different direction). UMI does not suffer this limitation.<br>
 
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If using a charm that spells out its' own willpower cost to resist, the charm overwrites the willpower cost from above to confirm to its' text for the initial threshold success.  All social charms that do not specify a willpower cost default to 1 willpower to resist for the initial threshold success.
 
 
 
===Sorcery & Necromancy===
 
===Sorcery & Necromancy===
 
Sorcery operates within the normal combat tick system, and does not interfere with using reflexive charms. Shape Sorcery remains the applicable declared action.
 
Sorcery operates within the normal combat tick system, and does not interfere with using reflexive charms. Shape Sorcery remains the applicable declared action.

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