Editing Flamepunk: Social Combat

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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.
 
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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