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If social combat is interrupted by physical combat, then refresh everyones action dice pool back to their full Focus value immediately, and start a physical combat as per the normal rules.
 
If social combat is interrupted by physical combat, then refresh everyones action dice pool back to their full Focus value immediately, and start a physical combat as per the normal rules.
 
The exception to this is if the GM is using the advanced rules for [[Flamepunk: Combining Social and Physical Combat|Combining Social and Physical Combat]]. This is an optional system, detailed on the linked page recommended only for experienced GMs and players.
 
 
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Player and GMs should note that once a character has been defeated once, he is liable to be defeated again and again very quickly. The best "out" for this is, of course, for the victim character to forcibly terminate social combat on his next action, as described above. You can only push someone so far before they snap...
 
Player and GMs should note that once a character has been defeated once, he is liable to be defeated again and again very quickly. The best "out" for this is, of course, for the victim character to forcibly terminate social combat on his next action, as described above. You can only push someone so far before they snap...
 
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==System Permutations==
 
 
===Changing goals in social combat===
 
===Changing goals in social combat===
  
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==System Permutations==
 
===Preparing an Argument===
 
===Preparing an Argument===
 
''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''.
 
 
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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===No Stacking Defences===
 
===No Stacking Defences===
 
As stated in the basic rules, you can only make a maximum of one reflexive action in response to an action against you.
 
 
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.
 
 
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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===Special Effects and Non-damaging attacks===
 
===Special Effects and Non-damaging attacks===
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'''Examples:'''
  
In addition to just doing damage, some attacks will inflict special effects.
 
 
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.
 
 
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.
 
 
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.
 
 
GMs are encouraged to play loosely with these rules, and use the following guidelines:
 
 
* 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.
 
* 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.
 
 
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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===Social Mercy===
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===Social Mercy / Positive Socialisation===
 
 
Usually, getting your way with someone means that you break their will, and leave them extremely vulnerable to further coercion (by virtue of their low Will Points remaining once you are done with them). This isn't always desirable - for example, if you are seducing a politician so that he shares his secrets, you still want to leave him able to debate in court when the time comes.
 
 
 
Optionally a character who wins a social combat (by the opponent relenting or by reducing that opponent to zero will) can choose to show mercy to his victim.
 
 
 
If this option is taken, the defeated / relenting character immediately regains all lost Will Points that were inflicted by the winning character during this combat. The ''Defeat Condition'' still activates as normal, but the defeated character will at least be ready to face off later social assaults.
 
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===Positive Socialisation===
 
 
 
Sometimes, you may want to bolster someone rather than knock them down. For example, if a comrade is broken in spirit, you may want to pep him up so that he regains some of his will. You might also just want to back up a friend, and do so by ensuring that he knows he is supported rather than directly attacking his opposition.
 
 
 
This is called ''positive socialisation''.
 
 
 
To engage in positive socialisation, the character should select another character as his target. As always, you can only ever have one target at a time in social combat. You cannot both provide positive socialisation for one character and simultaneously attack someone else. As always you can ''redirect'' later in the combat to switch into offensive mode, or to support someone else, and you can also ''redirect'' into positive socialisation from attacking. ''Redirecting'', as noted above, is a 3-dice cost automatic action.
 
 
 
Positive socialisation works just like ordinary attacks, but any damage dealt is ''added'' to the target's Will Points rather than deducted. This cannot cause the target to exceed his maximum Will Points.
 
 
 
You can even target ''Positive Socialisation'' - basically this is psyching yourself up, and convincing yourself that you still have worthwhile things to say. Effectively, this means that it is pretty easy to regain Will Points, as long as you have enough time to regather your arguments.
 
 
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==Pages Related to this Topic:==
 
==Pages Related to this Topic:==
 
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[[Category:Flamepunk]]
*[[Flamepunk: Combat and Conflict|Combat and Conflict]]
 
 
 
* [[Flamepunk: Social Traits|Social Traits]]
 
* [[Flamepunk: Mental Traits|Mental Traits]]
 
* [[Flamepunk: Arcane Traits|Arcane Traits]]
 
 
 
* [[Flamepunk: Will Points|Will Points]]
 
* [[Flamepunk: Pyros|Pyros]]
 
 
 
[[Category:Flamepunk|Social Combat]]
 

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