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You must determine who will speak first.  This is usually self evident, but if it isn’t, roll Wits vs. the other persons Sociality as a TN in an opposed roll.  The starting Argument Pools (AP) are:
 
You must determine who will speak first.  This is usually self evident, but if it isn’t, roll Wits vs. the other persons Sociality as a TN in an opposed roll.  The starting Argument Pools (AP) are:
  
Speaker: Wits + Social
+
Speaker: Wits   Social
Non-Speaker: Wits + Social + Willpower
+
Non-Speaker: Wits   Social   Willpower
  
 
The non-speaker rolls any number of AP dice against a target number of 7.  This is called a Position roll.  Keep all successful dice on the table; don’t move them aside.
 
The non-speaker rolls any number of AP dice against a target number of 7.  This is called a Position roll.  Keep all successful dice on the table; don’t move them aside.
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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.
 
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).
+
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.
+
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===
 
===Insult===
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Role-play: Say something bad about your opponent, or insinuate something bad about them, in order to put them off their guard.
 
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)
+
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.
 
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.
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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)
+
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.
 
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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Role-play: Threaten someone with harm, physical or otherwise  
 
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)
+
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.
+
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===
 
===Obfuscate===
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Role-play: Lie about something that will make your opponent do what you want.
 
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)
+
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.
+
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===
 
===Avoid===
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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).
 
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.
+
Mechanic: Roll assigned AP dice   2 vs. skill TN for successes.  No other effect.
  
 
===Dismiss===
 
===Dismiss===
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Skills: As Reason/Rebut (if being reasonable), Intimidate (if being threatening), Obfuscate (if lying).
 
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).
+
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===
 
===Refuse===
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Skills: None.
 
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.
+
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===
 
===Repeat===
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===Steel Yourself===
 
===Steel Yourself===
Refresh: Willpower + 2
+
Refresh: Willpower   2
  
 
Role-play: Say nothing, just prepare yourself for what your opponent is about to do to you.
 
Role-play: Say nothing, just prepare yourself for what your opponent is about to do to you.
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===Gather Wits===
 
===Gather Wits===
Refresh: Wits + 2
+
Refresh: Wits   2
  
 
Role-play: Say nothing, just absorb what your opponent just said.
 
Role-play: Say nothing, just absorb what your opponent just said.
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===Compose Yourself===
 
===Compose Yourself===
Refresh: Social + 2
+
Refresh: Social   2
  
 
Role-play: Say nothing, just get yourself back together and put your game face back on
 
Role-play: Say nothing, just get yourself back together and put your game face back on
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Peregrine starts with an AP of 7 (sum of his Wit and Soc).  Since Sincerity is his best social skill, he decides lying is probably his best bet, so he starts of with the Obfuscate maneuver, and lies to Night Hawk about the value of the value of the Secret Manuscript.  "C'mon Night Hawk, its just an old piece of paper, its not worth us having trouble over!"   
 
Peregrine starts with an AP of 7 (sum of his Wit and Soc).  Since Sincerity is his best social skill, he decides lying is probably his best bet, so he starts of with the Obfuscate maneuver, and lies to Night Hawk about the value of the value of the Secret Manuscript.  "C'mon Night Hawk, its just an old piece of paper, its not worth us having trouble over!"   
  
Peregrine refreshes his Wits in dice (4) into his AP, giving him 11 dice.  He then takes 9 of these dice, and rolls them against his Sincerity TN (7), and gets 4 successes.  Comparing this to Night Hawk's current successes, he has a MoS of 3.  Night Hawk loses half of the MoS (1) from his AP, and takes a Blow. He must make a WP roll versus a TN of 4 (1 Blow + 3 MoS).  He easily makes this roll; Night Hawk is partly swayed by Peregrine's lie, but not enough to make him back off.
+
Peregrine refreshes his Wits in dice (4) into his AP, giving him 11 dice.  He then takes 9 of these dice, and rolls them against his Sincerity TN (7), and gets 4 successes.  Comparing this to Night Hawk's current successes, he has a MoS of 3.  Night Hawk loses half of the MoS (1) from his AP, and takes a Blow. He must make a WP roll versus a TN of 4 (1 Blow   3 MoS).  He easily makes this roll; Night Hawk is partly swayed by Peregrine's lie, but not enough to make him back off.
  
 
Night Hawk's Current AP: 5  Blows Taken: 1  Current Successes: 1
 
Night Hawk's Current AP: 5  Blows Taken: 1  Current Successes: 1
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'''Action 3'''
 
'''Action 3'''
  
Peregrine has almost no dice, so he decides to Gather Wits.  He says nothing, and lets Night Hawk keep talking.  He refreshes his Wits + 2 (6) into his pool, but throws away the 4 dice he has sitting in front of him from his Obfuscate, leaving him with no successes (since he can't roll dice on a Gather Wits).
+
Peregrine has almost no dice, so he decides to Gather Wits.  He says nothing, and lets Night Hawk keep talking.  He refreshes his Wits   2 (6) into his pool, but throws away the 4 dice he has sitting in front of him from his Obfuscate, leaving him with no successes (since he can't roll dice on a Gather Wits).
  
 
Night Hawk's Current AP: 8  Blows Taken: 1  Current Successes: 3
 
Night Hawk's Current AP: 8  Blows Taken: 1  Current Successes: 3
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Night Hawk keeps talking, as Peregrine has not really responded to him yet.  He decides now is a good time for a big play, and chooses the Intimidate maneuver.  "So hand over that Manuscript right now, buddy boy, or I'm going to push your nose into the back of your head!"
 
Night Hawk keeps talking, as Peregrine has not really responded to him yet.  He decides now is a good time for a big play, and chooses the Intimidate maneuver.  "So hand over that Manuscript right now, buddy boy, or I'm going to push your nose into the back of your head!"
  
Night Hawk throws out the 3 dice currently in front of him (from his Refuse).  Night Hawk refreshes his measly 2 Soc into his AP, and then uses all 10 dice against a TN of 7 (his Intimidate).  He gets 3 successes, which gives him a MoS of 3 compared to Peregrine's 0 successes.  Peregrine takes a Blow, and must make a WP roll against a TN of 6 (1 Blow + 3 MoS + 2 for Maneuver).  He makes this with 1 success.  Night Hawk's threats have shaken him, but he still wants to keep that Manuscript.
+
Night Hawk throws out the 3 dice currently in front of him (from his Refuse).  Night Hawk refreshes his measly 2 Soc into his AP, and then uses all 10 dice against a TN of 7 (his Intimidate).  He gets 3 successes, which gives him a MoS of 3 compared to Peregrine's 0 successes.  Peregrine takes a Blow, and must make a WP roll against a TN of 6 (1 Blow   3 MoS   2 for Maneuver).  He makes this with 1 success.  Night Hawk's threats have shaken him, but he still wants to keep that Manuscript.
  
 
Night Hawk's Current AP: 0  Blows Taken: 1  Current Successes: 3
 
Night Hawk's Current AP: 0  Blows Taken: 1  Current Successes: 3
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Peregrine didn't much like that threat, moreover, he doesn't really feel that Night Hawk can make good on it.  But Peregrine decides a Placate maneuver is in order.  "C'mon, Night Hawk, my friend, there is no call for that.  I know that you are the best bounty hunter in the business, you don't have to prove it to me with the tough guy routine.  Let me do what I do best here, eh?"
 
Peregrine didn't much like that threat, moreover, he doesn't really feel that Night Hawk can make good on it.  But Peregrine decides a Placate maneuver is in order.  "C'mon, Night Hawk, my friend, there is no call for that.  I know that you are the best bounty hunter in the business, you don't have to prove it to me with the tough guy routine.  Let me do what I do best here, eh?"
  
Peregrine refreshes his Soc of 3 into his pool (for a total of 11) and rolls 7 dice vs. a TN of 8 (his Sincerity + 1, he doesn't have appropriate Etiquette, so  is having to lie about his true feelings).  He gets 3 successes, and ties Night Hawk's current successes.  This has no effect except that now Night Hawk can't use Intimidate, Insult, or Refuse next action.
+
Peregrine refreshes his Soc of 3 into his pool (for a total of 11) and rolls 7 dice vs. a TN of 8 (his Sincerity   1, he doesn't have appropriate Etiquette, so  is having to lie about his true feelings).  He gets 3 successes, and ties Night Hawk's current successes.  This has no effect except that now Night Hawk can't use Intimidate, Insult, or Refuse next action.
  
 
Night Hawk's Current AP: 0  Blows Taken: 1  Current Successes: 3
 
Night Hawk's Current AP: 0  Blows Taken: 1  Current Successes: 3
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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.
+
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.
  
 
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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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."
 
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."
  
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.
  
 
Night Hawk's Current AP: 7  Blows Taken: 2  Current Successes: 0
 
Night Hawk's Current AP: 7  Blows Taken: 2  Current Successes: 0
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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.
+
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.
  
 
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 thinks the cold stare has done its job, now is the time to strike.  He chooses the Intimidate maneuver again.  "Cut the crap, Peregrine.  What part of nose into the back of your head don't you understand!  Hand over the manuscript right now, buddy, or *cracking his knuckles* get ready to feel some pain."
 
Night Hawk thinks the cold stare has done its job, now is the time to strike.  He chooses the Intimidate maneuver again.  "Cut the crap, Peregrine.  What part of nose into the back of your head don't you understand!  Hand over the manuscript right now, buddy, or *cracking his knuckles* get ready to feel some pain."
  
Night Hawk refreshes his Soc into his Pool, giving him 17 dice.  This is the big play, he rolls all 17 of them against his Intimidate TN of 7, and gets 5 successes.  This gives him a MoS of 5.  Peregrine takes a Blow, and must now make a WP roll versus a TN of 9 (2 Blows + 5 MoS + 2 for the Intimidate).  He fails it!  Peregrine is now Convinced, and the Social Combat ends.
+
Night Hawk refreshes his Soc into his Pool, giving him 17 dice.  This is the big play, he rolls all 17 of them against his Intimidate TN of 7, and gets 5 successes.  This gives him a MoS of 5.  Peregrine takes a Blow, and must now make a WP roll versus a TN of 9 (2 Blows   5 MoS   2 for the Intimidate).  He fails it!  Peregrine is now Convinced, and the Social Combat ends.
  
 
Night Hawk's Current AP: 0 Blows Taken: 2  Current Successes: 5
 
Night Hawk's Current AP: 0 Blows Taken: 2  Current Successes: 5

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