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| ===Preparing an Argument=== | | ===Preparing an Argument=== |
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− | ''Preparing an argument'' is a 3-dice automatic action targeting your current social target. Then, as long as you don't take any other action (even a reflexive action), and don't lose sight of your target, you are considered to have ''prepared''.
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− | The next attack you make against that target is a ''prepared attack''. Prepared attacks are exactly the same as normal attacks, but you can choose to reroll any number of dice after the roll, but before defence is applied.
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| <br><br> | | <br><br> |
| ===No Stacking Defences=== | | ===No Stacking Defences=== |
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− | As stated in the basic rules, you can only make a maximum of one reflexive action in response to an action against you.
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− | Essentially, this means that if someone attacks you, you can social dodge, or you can social parry, or you can use another defence, but you can't do more than one of those things. Also, you can't "stack" the same defence - you can't, for example, declare three dodges against a single attack.
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− | Note that some paths to avoiding social injury don't count as reflexive actions, so can be used freely. ''Intrinsic Resistance'', for example, takes no action to use, so will specifically does stack with any other defences you use.
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| <br><br> | | <br><br> |
| ===Special Effects and Non-damaging attacks=== | | ===Special Effects and Non-damaging attacks=== |
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| + | '''Examples:''' |
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− | In addition to just doing damage, some attacks will inflict special effects.
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− | Sometimes this will be explicit from the rules. For example, for every six on the (post-defence) attack roll the social attack '''Allow no interruption''' removes one dice from the target's action dice pool.
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− | Sometimes, though, special effects will be a consequence of what the player is trying to do, or a product of the environment. For example, rather than aiming to just seduce an enemy, a character could try to unbutton their shirt while talking to them.
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− | Generally, achieving a special effect is more difficult than just dealing damage. The GM should reprsent this by adding to the Dodge Defence of the attack.
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− | GMs are encouraged to play loosely with these rules, and use the following guidelines:
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− | * If what a player is doing is fun or cinematic, or plays off the specific combat situation in a cool way, err on the side of low increases in Dodge Defence.
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− | * If a player is just angling for an extra advantage, or has used the same trick before in the same combat, err on the side of high increases in Dodge Defence.
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− | You can justify higher Dodge Defence bonuses by saying that an enemy is prepared for that trick now you've done it once already, or by saying that getting the advantage that the player is seeking is harder and less straightforward and effective than just trying to drop their opponent.
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| <br><br> | | <br><br> |
| ===Social Mercy=== | | ===Social Mercy=== |