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monlialge
 
=Social Combat=
 
=Social Combat=
  
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==Procedures==
 
==Procedures==
At the beginning of any Social Combat, each participant must choose a goal and write it on the Social Combat record.  This goal is some action you want your opponent to take, behaviour you want them to adopt, information you want them to provide, etc.  A goal should not be the changing of some internal attitude of the character; this is not under the control of anyone but the player of that character.  For example: a goal could be “the bartender gives me a steep discount on a room for the night”, but it cannot be “the bartender likes me”.  This is very important, so much so that it deserves making it bold:
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At the beginning of any Social Combat, each participant must choose a goal and write it on the Social Combat record.  This goal is some action you want your opponent to take, behaviour you want them to adopt, information you want them to provide, etc.  A goal should not be the changing of some internal attitude of the character; this is not under the control of anyone but the player of that character.  For example: a goal could be “the bartender gives me a steep discount on a room for the night”, but it cannot be “the bartender likes me”.  This is very important, so much so that it deserves making it bold:
  
 
Social Combat CANNOT alter the interior attitudes of a character, it can only make them do something, provide some information, or behave in certain ways.  Only the player of a character can decide what that characters attitudes are.
 
Social Combat CANNOT alter the interior attitudes of a character, it can only make them do something, provide some information, or behave in certain ways.  Only the player of a character can decide what that characters attitudes are.
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Social Combat, as mentioned above, can be used to convince the Audience of something (i.e. two advisors trying to convince the king to follow their plan).  In this case, both participants still put their own goals down, but the goals should be phrased as something they want the other person to do.
 
Social Combat, as mentioned above, can be used to convince the Audience of something (i.e. two advisors trying to convince the king to follow their plan).  In this case, both participants still put their own goals down, but the goals should be phrased as something they want the other person to do.
  
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:
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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:
  
 
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.
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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 speaker then chooses a maneuver, and narrates it.  He then refreshes into his dice pool the appropriate number of dice based on the maneuver, chooses the number of dice he will roll for the maneuver from his pool, chooses the appropriate skill, and rolls the dice versus that skill TN.  Compare the number of successes to the number of dice sitting in front of the opponent.  If this is the start of the social combat, this will be the Position roll.  The player with the most successes wins, with a MoS equal to the difference in successes.  If the speaker wins, certain effects occur, typically a willpower roll to see whether or not the non-speaker is Convinced.  If the non-speaker is Convinced, the social combat is over.  See Resolution, below.
 
The speaker then chooses a maneuver, and narrates it.  He then refreshes into his dice pool the appropriate number of dice based on the maneuver, chooses the number of dice he will roll for the maneuver from his pool, chooses the appropriate skill, and rolls the dice versus that skill TN.  Compare the number of successes to the number of dice sitting in front of the opponent.  If this is the start of the social combat, this will be the Position roll.  The player with the most successes wins, with a MoS equal to the difference in successes.  If the speaker wins, certain effects occur, typically a willpower roll to see whether or not the non-speaker is Convinced.  If the non-speaker is Convinced, the social combat is over.  See Resolution, below.
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|-
 
|-
 
! >1 but less than or equal to Convinced Character
 
! >1 but less than or equal to Convinced Character
|Colspan=2| Victory Unconvinced character must provide some minor concession.
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|Colspan=2| Victory – Unconvinced character must provide some minor concession.
 
|-
 
|-
 
!More than Convinced Character
 
!More than Convinced Character
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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.
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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: 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 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.
  
 
===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 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.
  
 
===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 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.
  
 
==Example of Play==
 
==Example of Play==

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