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=Social Combat=
 
=Social Combat=
 
Back to [[TROS in the Hammer]]
 
[[Category:The_Riddle_of_Steel]]
 
 
 
This system is designed to give more mechanical detail to non-Combat conflicts between characters in TROS, adding a layer of game tactics to those situations roughly equivalent to the TROS combat system.
 
This system is designed to give more mechanical detail to non-Combat conflicts between characters in TROS, adding a layer of game tactics to those situations roughly equivalent to the TROS combat system.
  
==Acknowledgements, Disclaimers and Permissions==
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==Acknowledgements and Disclaimers==
  
 
This system owes a great debt to two other games; Burning Wheel by Luke Crane (whose Duel of Wits was the initial model for this system) and the Shadow of Yesterday by Clinton R. Nixon (whose Bringing Down the Pain mechanic is actually closer in style to this system).
 
This system owes a great debt to two other games; Burning Wheel by Luke Crane (whose Duel of Wits was the initial model for this system) and the Shadow of Yesterday by Clinton R. Nixon (whose Bringing Down the Pain mechanic is actually closer in style to this system).
  
 
This system has NOT been playtested, so use at your own risk. Let me know (at skalchemist@yahoo.com or on the discussion page) if you have feedback or do use it.  
 
This system has NOT been playtested, so use at your own risk. Let me know (at skalchemist@yahoo.com or on the discussion page) if you have feedback or do use it.  
 
By all means, edit these rules in any way you wish.  It is a wiki, after all.  All I ask is that if you make substantive changes to the rules (as opposed to editing my grammar, spelling, making things more clear, etc.) that you add your reasoning for the changes to the Discussion Page, and that you add a Summary to any changes made.
 
  
 
==When and How to Use Social Combat==
 
==When and How to Use Social Combat==
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Role-play: Make soothing statements intended to make the opponent feel good about themselves and reduce their anger against you.
 
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)
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Skills: Etiquette (of appropriate type), Diplomacy (in a political ), 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.
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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===
 
===Intimidate===
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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.   
 
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===
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===Steal Yourself===
 
Refresh: Willpower + 2
 
Refresh: Willpower + 2
  
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Skills: None
 
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.
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Mechanic: You cannot make use this maneuver in response to Steal 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===
 
===Gather Wits===
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Skills: None
 
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.
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Mechanic: You cannot make use this maneuver in response to Steal 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===
 
===Compose Yourself===
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Skills: None
 
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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Mechanic: You cannot make use this maneuver in response to Steal 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.
  
 
==Example of Play==
 
==Example of Play==
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'''Action 6'''
 
'''Action 6'''
  
Night Hawk has seen Peregrine toady up to people before, and he knows what is coming.  Besides, he doesn't have any dice!  He decides to say nothing and let Peregrine paint himself into a corner, and chooses the Steel Yourself maneuver.  He refreshes his Willpower + 2 (8) into his AP.  Unfortunately, he also has to clear away the 3 dice sitting in front of him, leaving him with 0 successes.
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Night Hawk has seen Peregrine toady up to people before, and he knows what is coming.  Besides, he doesn't have any dice!  He decides to say nothing and let Peregrine paint himself into a corner, and chooses the Steal Yourself maneuver.  He refreshes his Willpower + 2 (8) into his AP.  Unfortunately, he also has to clear away the 3 dice sitting in front of him, leaving him with 0 successes.
  
 
Night Hawk's Current AP: 8  Blows Taken: 1  Current Successes: 0
 
Night Hawk's Current AP: 8  Blows Taken: 1  Current Successes: 0
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'''Action 7'''
 
'''Action 7'''
  
Peregrine notes that Night Hawk's cold stare gives nothing away, so he keeps talking.  He'd like to use a refresh maneuver like Gather Wits, but Night Hawk's  Steel Yourself maneuver prevents him from doing so, he has to keep going.  So he choose to Obfuscate some more.  "Besides, Night Hawk, how can you possibly trust that old woman we got this Manuscript from.  She was obviously out of her mind and had no idea what she was talking about.  Its just a piece of paper, my only hope is we didn't COMPLETELY waste our money on it."
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Peregrine notes that Night Hawk's cold stare gives nothing away, so he keeps talking.  He'd like to use a refresh maneuver like Gather Wits, but Night Hawk's  Steal Yourself maneuver prevents him from doing so, he has to keep going.  So he choose to Obfuscate some more.  "Besides, Night Hawk, how can you possibly trust that old woman we got this Manuscript from.  She was obviously out of her mind and had no idea what she was talking about.  Its just a piece of paper, my only hope is we didn't COMPLETELY waste our money on it."
  
 
Peregrine gets rid of the 3 successes in front of him, and refreshes his Wits into his AP, for a total of 8.  He rolls all 8 of these dice against his Sincerity TN of 7, getting 2 successes.  This gives him an MoS of 2.  Night Hawk loses one of his AP (leaving him 7), takes a blow and makes a WP roll versus a TN of 4 (2 Blows + 2 MoS), easily making it with 5 successes.
 
Peregrine gets rid of the 3 successes in front of him, and refreshes his Wits into his AP, for a total of 8.  He rolls all 8 of these dice against his Sincerity TN of 7, getting 2 successes.  This gives him an MoS of 2.  Night Hawk loses one of his AP (leaving him 7), takes a blow and makes a WP roll versus a TN of 4 (2 Blows + 2 MoS), easily making it with 5 successes.
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'''Action 8'''
 
'''Action 8'''
  
Night Hawk decides the cold start thing is working pretty well, he keeps it up, and chooses Steel Yourself again.  He refreshes 8 (his WP + 2) into his AP, for a total of 15, and continues to say nothing.
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Night Hawk decides the cold start thing is working pretty well, he keeps it up, and chooses Steal Yourself again.  He refreshes 8 (his WP + 2) into his AP, for a total of 15, and continues to say nothing.
  
 
Night Hawk's Current AP: 15  Blows Taken: 2  Current Successes: 0
 
Night Hawk's Current AP: 15  Blows Taken: 2  Current Successes: 0
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Night Hawk says "Be quick about it, my fists are itching!"
 
Night Hawk says "Be quick about it, my fists are itching!"
 
 
Back to [[TROS in the Hammer]]
 

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