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==Maneuvers== ===Reason/Rebut=== Refresh: Wits Role-play: Make a logical, factual, or reasoned point or statement that is intended to convince your opponent that your way of thinking is the best. Skills: Persuasion, Diplomacy (in a political situation), Diplomacy +2 (in a non-political situation), Orate (if the point or statement is made as part of a speech or other formal setting), Orate +2 (if made outside the context of a speech or formal situation), Leadership (if dealing with a subordinate), Leadership +2 (if not dealing with a subordinate). Mechanic: Roll assigned AP dice vs. skill TN. Compare to successes from opponents last maneuver. If win, opponent takes a blow and rolls WP vs. (Blows + MoS) or is Convinced. If tie or loss, nothing happens. ===Insult=== Refresh: Wits Role-play: Say something bad about your opponent, or insinuate something bad about them, in order to put them off their guard. Skills: Ridicule, Intrigue (if the insult has to do with gossip), Intrigue +2 (if it has nothing to do with gossip), Sincerity +1 or Acting +1 (if the insult is contrary to your own feelings about the person), Sincerity +2 (if you know the insult is a complete lie) Mechanic: Roll assigned AP dice vs. skill TN. Compare to successes from opponents last maneuver. If win, opponent loses MoS from his AP, and cannot use Reason/Rebut or Obfuscate next maneuver. If tie or loss, nothing happens. ===Placate=== Refresh: Social Role-play: Make soothing statements intended to make the opponent feel good about themselves and reduce their anger against you. Skills: Etiquette (of appropriate type), Diplomacy (in a political situation), Diplomacy +2 (in a non-political situation), Sincerity +1 or Acting +1 (if the placation is contrary to your own feelings about the person) Mechanic: Can only be used after Insult, Intimidate, or Refuse. Roll assigned CP dice vs. Skill TN. Compare to successes from opponents last maneuver. If win or tie, opponent does not refresh next round, and cannot use Intimidate, Insult, or Refuse next maneuver. If lose, nothing happens. ===Intimidate=== Refresh: Social Role-play: Threaten someone with harm, physical or otherwise Skills: Intimidate, Diplomacy +1 (if making political threats in a political situation), Intrigue +1 (if you are using gossip against them or are trying to threaten without actually making the threat obvious through insinuation), Sincerity +1 (if the threat is really completely beyond your power) Mechanic: Roll assigned AP dice vs. skill TN. Compare to successes from opponents last maneuver. If win, opponent takes a blow and rolls WP vs. (Blows + MoS+2) or is Convinced. If lose, you lose your opponents MoS in AP. If tie, nothing happens. ===Obfuscate=== Refresh: Wits Role-play: Lie about something that will make your opponent do what you want. Skills: Sincerity, Acting (if you are pretending to be something that you are not as part of the lie), Intrigue +1 (if you are making up slander or gossip) Mechanic: Roll assigned AP dice vs. skill TN. Compare to successes from opponents last maneuver. If win, opponent takes a blow and rolls WP vs. (Blows + MoS) or is Convinced, and your opponent loses half your MoS in AP. If lose, you lose half your opponent’s MoS in AP (rounded down), and if your opponent uses Reason/Rebut, Dismiss, or Insult next maneuver, they refresh 2 extra AP. If tie, nothing happens. ===Avoid=== Refresh: Social Role-play: Avoid the topic by raising some other issue, either related or completely irrelevant. Skills: Etiquette (if the topic raised is a polite one), Ridicule (if the topic raised is not a polite one), Diplomacy (if in a political situation), Intrigue (if the topic raised is one about gossip), Orate (if part of a formal debate, or relating some unrelated anecdote or proverb). Mechanic: Roll assigned AP dice + 2 vs. skill TN for successes. No other effect. ===Dismiss=== Refresh: None Role-play: Make a statement that attempts to close off the argument and demand a final resolution. Skills: As Reason/Rebut (if being reasonable), Intimidate (if being threatening), Obfuscate (if lying). Mechanic: Roll assigned AP dice vs. skill TN. Compare to successes from opponents last maneuver. If win, opponent takes a blow and rolls WP vs. (Blows + MoS + 3) or is Convinced. If lose, lose half opponents MoS in AP (rounded down). ===Refuse=== Refresh: Willpower Role-play: Stubbornly cling to your own points in the face of your opponents arguments. Skills: None. Mechanic: Cannot be the first maneuver in Social Combat. Roll assigned CP vs. TN 6 for successes. If you make a WP roll on your opponents next maneuver, you are at +MoS to your WP. ===Repeat=== Refresh: None. Role-play: Stick to the same point/insult/intimidation/whatever you made last time, and make it again, driving it home. Skills: None Mechanic: Can only be used if you succeed at a particular maneuver (other than Dismiss), and then your opponent fails in their response to it. Do not reroll, but instead take remove two successful dice from your last roll and treat that as your successes, as normal, for the maneuver you last rolled. All effects of the repeated maneuver occur normally. ===Steel Yourself=== Refresh: Willpower + 2 Role-play: Say nothing, just prepare yourself for what your opponent is about to do to you. Skills: None Mechanic: You cannot use this maneuver in response to Steel Yourself, Gather Wits, or Compose Yourself. Make no roll, meaning you will be treated as having 0 successes in your opponent’s next maneuver. If your opponent uses Intimidate or Insult against you as their next maneuver, they are at -1 to their MoS. ===Gather Wits=== Refresh: Wits + 2 Role-play: Say nothing, just absorb what your opponent just said. Skills: None Mechanic: You cannot make use this maneuver in response to Steel Yourself, Gather Wits, or Compose Yourself. You may choose to assign CP and roll for successes, or make no roll, meaning you will be treated as having 0 successes in your opponent’s next maneuver. If your opponent uses Reason/Rebut or Obfuscate against you as their next maneuver, they are at -1 to their MoS. ===Compose Yourself=== Refresh: Social + 2 Role-play: Say nothing, just get yourself back together and put your game face back on Skills: None Mechanic: You cannot make use this maneuver in response to Steel Yourself, Gather Wits, or Compose Yourself. You may choose to assign CP and roll for successes, or make no roll, meaning you will be treated as having 0 successes in your opponent’s next maneuver. If your opponent uses Insult against you as their next maneuver, they are at -2 AP.
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