This is a revised Social conflict system designed to replace the Social Combat system in Exalted 2e. It is heavily based upon Strangelooper's Social Conflict 1.0, which was in turn a fusion and reworking of both Tickless Social Combat by Democritus, and Revised Social Combat by Similarian.
|Rule used by: Strangelooper,Bazzalisk|
- 1 Intimacies and Virtues
- 2 Social Conflict
- 2.1 Starting a Social Scene
- 2.2 The Floor
- 2.3 Timing Conflicts
- 2.4 Social Surprise
- 2.5 Social Actions
- 2.6 Dramatic Narration, Timing, and Not Interrupting Roleplaying
- 2.7 Social Attacks
- 2.7.1 1. Declare attack
- 2.7.2 2. Defender Declares Response
- 2.7.3 3. Attack Roll
- 2.7.4 4. Attack Reroll
- 2.7.5 5. Subtract External Penalties and MDV modifiers
- 2.7.6 6. Defense Reroll
- 2.7.7 7. Calculate Raw Damage
- 2.7.8 8. Apply Soak and Roll Damage
- 2.7.9 9. Counterattacks
- 2.7.10 10. Apply Effects
- 3 Influences
- 4 Social Conflict and Combat
- 5 Unusual Situations
- 6 Mass Social Conflict
- 7 Charms
- 7.1 Solar Charm edits for Social Conflict
- 7.2 Terrestrial Charm edits for Social Conflict
- 7.3 Lunar Charm edits for Social Conflict
- 7.4 Sidereal Charm edits for Social Conflict
- 7.5 Spirit Charm edits for Social Conflict
- 7.6 Martial Arts Charm edits for Social Conflict
- 7.7 Abyssal Charm edits for Social Conflict
Intimacies and Virtues
Characters may have intimacies: these are strong emotional positions or rational opinions held by the character. These can be any sort of opinion or emotion which the player and GM feel is appropriate. A character may have as many intimacies as desired; while having too many will restrict the character's actions, having too few will leave the character more open to social manipulation by others. Each intimacy is associated with one of the character's Virtues, and has a rating that can be anywhere between 1 and the character's Virtue rating (but see Influences later).
Types of Intimacy
Each Virtue has a particular type of intimacy which can be associated to it:
Minimum Number of Intimacies
Each Virtue has a minimum number of Intimacies which it must have associated to it, depending upon its rating.
|Virtue Rating||Minimum number of associated intimacies|
Virtue Channel Gain and Loss
Any time a character acts in accordance with one of their intimacies they regain a Virtue Channel for the associated Virtue, as long as this will not raise their available number of channels above the permanent rating of the virtue. If the player wishes, the permanent rating of the intimacy in question may also be raised by one at this time, as long as this will not increase the rating above that of the associated Virtue.
Any time a character acts against an intimacy they must mark off one Virtue Channel from the associated Virtue. In addition the strength of the intimacy must be reduced by one immediately. If this reduces the Intimacy to zero, then it will disappear completely at the end of the scene. If the character acts against an intimacy but has no Channels for that Virtue remaining, then they must spend a point of temporary Willpower instead. A character with neither Willpower nor channels in a particular Virtue remaining may not act against intimacies of that Virtue.
If an action would cause two intimacies associated to different Virtues to conflict with each other, then apply the rules as usual.
If an action would cause two intimacies associated to the same Virtue to conflict, then immediately after the player has decided which way to act roll a number of dice equal to the rating of each of the conflicting intimacies as opposed dice-pools. The intimacy which wins is the one which governs whether a Virtue Channel is gained or lost. Both intimacies will be strengthened and/or weakened as normal according to the character's chosen action, regardless of which intimacy won the opposed roll.
The same intimacy may not cause virtue channel gain or loss more than once in the same scene, however it may cause both gain and loss in the same scene (effectively canceling out). Note that Willpower is not gained by acting in accordance with a Virtue; if a character with zero Channels remaining in a Virtue acts against it (and therefore spends a Willpower to do so), they will gain a Virtue Channel should they subsequently act in accordance with the intimacy. They do not get the Willpower back.
No Willpower Cost to Channel Virtues
A Virtue Channel may be spent to gain extra dice on any roll that the Virtue could be reasonably applied to, as in the corebook. However, is is no longer necessary to spend a Willpower point in order to channel a Virtue in this way. All that is necessary to channel a Virtue for dice is to spend the Virtue Channel itself. This applies to spending Virtue Channels for dice on any roll, it is not limited to Social Conflict.
- This is a major rule change designed to increase the value of Virtue Channels
Social conflict replaces social combat, and works significantly differently from it.
Starting a Social Scene
A social scene is one in which multiple characters are interacting via some means of communication (normally the spoken word, though it doesn't have to be). Most social scenes are not social conflicts, they are scenes in which characters act in accordance with their intimacies, virtues, and motivation and which add depth and interest to play.
In such a situation there is no need for explicit timing rules, but that changes when a character makes a statement which a player or the GM feels constitutes an active social action. A s a general guide any attempt to alter another characters intimacies or motivation, or to create an emotional response at odds with what the character would expect to feel in the situation, or to persuade the character to take direct action at odds with her current intentions is a social attack or a monologue in support of one. Such an action triggers an attempt to take the floor (see below).
If a character is currently making an active social action (such as a monologue or an attack) then she is considered to Have the Floor. Only one character may have the floor at once, and no other character may attempt to seize the floor whilst a character has it. Immediately upon completing an action the character relinquishes the floor unless she actively tries to hold it (see below). If another character wishes to immediately take the floor then they may do so (possibly subject to a timing conflict if more than one character attempts to do so). If no other character attempts to take the floor when the character relinquishes it then no one has the floor.
When no one has the floor ordinary conversation can continue back and forth until some party or another attempts an active social action. If multiple parties attempt an action simultaneously (or near enough) then there is a timing conflict (see below).
When no one has the floor and a character takes it (with or without a timing conflict) an Exchange is considered to have started. The exchange ends the next time the floor is not held by any character. All characters' MDVs refresh at the end of an Exchange.
Any time there is a timing conflict between multiple characters roll Wits + Socialise for each. The character with the highest number of successes takes the floor (see below).
A character who wishes to take an active social action in an unexpected manner may attempt to disguise a social attack as ordinary conversation. The aggressor rolls Manipulation + Socialise which all other people present defend against with a "Surprise MDV" of (Wits + Socialise)/2. Any character whose Surprise MDV was lower than the number of rolled successes is surprised.
The aggressor now takes the floor automatically unless there is a timing conflict.
If the aggressor immediately takes the floor then he must immediately make the disguised attack. Any character who is surprised by the aggressor considers all of his attacks to be unexpected. Immediately after witnessing an attack by the aggressor any surprised character may make a reflexive Wits + Socialise roll to shake off the surprise with difficulty 1 and an external penalty equal to the aggressor's (Manipulation + Socialise)/2.
Most of the actions below are active social actions which are only taken by the speaker. A few are reactive, and may instead be declared by any character in response to an active action. All actions carry an MDV penalty which applies to the character which takes them. These MDV penalties are cummulative, and stack up over the course of an exchange. A character's MDV refreshes at the end of each exchange.
Take the Floor (0/-1 MDV)
Any character may attempt to take the floor when no one currently holds it, or when the current holder completes an action. If there is no timing conflict, and the current holder (if there is one) does not attempt to hold the floor then this action imposes no MDV penalty, otherwise it imposes an MDV penalty of -1.
If there is no timing conflict and the current holder of the floor does not attempt to hold it then this action automatically succeeds.
Hold the Floor (0/-1 MDV)
This action is taken whenever the current holder of the floor decides to attempt to retain it after an active action. If no other character is attempting to take the floor then this action automatically succeeds and caries no MDV penalty. Otherwise the speaker takes part in a timing conflict with all characters attempting to take the floor and takes a -1 MDV penalty whether or not he succeeds in retaining the floor.
Monologue/Study (-1 MDV)
The speaker makes an extended speech or stunts how they are observing a particular person's behaviour in response to their words. Each Monologue action must be on a specific subject. Each Study action must be directed at a particular target. For the effects of these actions see the section on social attacks.
Coordinate (-1 MDV)
By taking this action a social leader can organise their allies to work together in a coordinated manner when socially attacking a particular target. Roll Charisma + Socialise at a difficulty of half the number of people being organised (all of whom must be willing participants). If the roll is successful then the participants are considered to be a coordinated group.
When any member of the coordinated group makes a Take the Floor, Monologue, or Study action all members of the group take the same MDV penalty. No member of a coordinated group may make any social attacks against any target other than the one originally named.
When any member of the coordinated group makes a social attack targeted at the originally named target all other members of the group may also take a -1 MDV penalty in order to make an attack targeting the same target. All these attacks must be linked in a way that the GM feels is appropriate, all members of the group benefit fully from any monologue or study actions taken by the member making the main attack, and the target's MDV is penalised by the number of excess successes on the original roll (to a maximum of the number of members in the group).
When a member of a coordinated group makes a social attack the group is immediately disbanded. Also, any member of the group may choose to reflexively disconnect from the group at any point.
Social Attack (-1 MDV)
The Speaker makes a social attack (see the next section for details). The Speaker gains an additional number of bonus dice equal to the sum of the number of Monologue actions they took in the same exchange which focused upon the same subject as the attack, and the number of Study actions they took aimed at the same target as the attack. The maximum die bonus which may be gained through monologue and study actions is 3.
Dramatic Narration, Timing, and Not Interrupting Roleplaying
GMs shouldn't expect players to interrupt roleplaying to make declarations like "I try to hold the floor" or "I try to take the floor" or "I relinquish the floor" the whole time. In fact it's almost never necessary to talk about the floor at all. If two characters are arguing it's normally obvious which one has the floor (it's the one who's speaking). If they make an attack and then the other player starts responding then it's clear than the second player is trying to take the floor. If the first player doesn't try to keep talking then they have relinquished the floor, if they do then they are trying to hold it.
As a general rule the only times the roleplaying needs to be interrupted for mechanical reasons are 1) when an attack is made (and the player says "that was an attack"), and 2) when there is a timing conflict (ie. hen two players try to talk at once). The rest of the time just go with the flow.
Each social attack must target a specific virtue, of the attacker's choice. There are three kinds of social attacks, Presence Attacks which target a single individual, Performance attacks which target everyone in the debate, and Investigation attacks which also target a specific individual, but which have special rules.
An investigation attack must take the form of a question which the attacker wants the defender to answer. This may be either a question as to whether the target has strong feelings about a particular subject, or a question asking the target for a particular piece of information.
Social attacks are resolved in an 8 step process.
1. Declare attack
The attacker declares what type of attack they are making, any charms they are using, who the target is, which virtue it targets, and what the desired effect is. For investigation attacks the desired effect is the question the attacker wishes for an answer to. For other attacks the desired effect is to instill some form of Influence, these may be:
Emotions are more general and shorter lived than intimacies, but otherwise function similarly. For example, whereas a person might have an intimacy of lust towards a particular person an Emotion can only inspire a general feeling of lust without specifying a target. Emotions are the easiest form of influence to inflict.
Intimacies are exactly as described before.
A compulsion is an order to perform a specific action, which must be declared by the attacker. Compulsions are the hardest type of influence to form.
2. Defender Declares Response
At this point the defender declares which of their MDVs they are applying to the attacks (or chooses not to apply any MDV), and declares any defensive charm usage. The MDVs are as follows:
Dodge MDV is calculated as (Willpower + Permanent Essence)/2.
Parry MDVs are calculated as (Manipulation + (Presence, Performance, or Investigation))/2.
As an optional rule, Parry MDVs can also be calculated as (Manipulation + (Presence, Performance, or Investigation) + Essence)/2.
This means that Parry MDVs will be about as high as Dodge MDVs, which is turn means that it's no longer mechanically subpar to rebut an argument (i.e. use Parry MDV) as opposed to ignoring it (i.e. use Dodge MDV). While this may be less realistic, it encourages more back and forth in social conflict, making the game more enjoyable. Kath
Appearance v.s Temperance
In addition if the attacker's Appearance is higher than the defender's Temperance then the defender subtracts half the difference from her MDV.
3. Attack Roll
The attack roll for a social attack is Manipulation + (appropriate ability). The difficulty on all attack rolls is 1.
4. Attack Reroll
Some charms may allow the attacker to reroll at this step.
5. Subtract External Penalties and MDV modifiers
At this point the defender's chosen MDV is subtracted from the attacker's successes. On Performance attacks this is done separately for each target, and from this point forward all steps of combat resolution are handled separately for each target.
The presence of supporting or conflicting intimacies, motivations, and virtues will adjust the defender's MDVs.
|Intimacy/influence||+1 each||-1 each|
|Strong Virtue (3+)||+2||-2|
The total bonus/penalty from these factors cannot exceed +/- 3.
If two virtues contradict use the higher. On a tie they cancel each other out.
Situational modifiers also apply to MDV based upon what the intended effect of the attack is:
|Emotions||Intimacies||Investigation Questions||Compulsions||MDV modifier|
|Laudable / Expected||-2|
|Normal||Obvious ideas||Common knowledge||-1|
|Unusual||Lust / like, Plausible Idea, Inconsequential Duty or Taboo||Intimacy, Strong Virtue||0|
|Inappropriate||Dislike / respect, Inconvenient Duty or Taboo||Gossip||Laudable/Expected?||+1|
|Dangerous||Unusual idea, Onerous Duty or Taboo||Confidential information||Normal||+2|
|Love / hate, Dangerous / silly idea, Dangerous Duty or Taboo||Motivation, Dangerous information||Inappropriate||+4|
|Devotion, Absurd idea, Very dangerous but useful Duty||Deepest secrets, repressed information||Dangerous||+5|
|Pointless and suicidal duty||Fatal or Suicidal||“unacceptable order” = no chance of success|
Each failed attempt to instill the same influence results in an additional +2 MDV (cumulative). This resets after a successful attempt.
6. Defense Reroll
Some charms allow the defender to alter and reapply their MDV at this point.
7. Calculate Raw Damage
The raw damage of a social attack is equal to Charisma + extra successes.
8. Apply Soak and Roll Damage
If the attack is Natural mental influence then the defender's soak is equal to their Integrity. A successful attack has a minimum damage equal to the attacker's essence. Damage dice are rolled.
If the attack is unnatural influence skip this step.
Optional Rule: Instead of having a minimum damage equal to the attacker's essence attacks which would give no dice of damage automatically produce a weak influence.
At this point any counterattack takes effect.
10. Apply Effects
If the attack is natural mental influence then the number of successes on the damage roll is the strength of the newly formed influence. Influences may vary in rating from 0 to (relevant virtue + 1) (some charms may over-ride this).
If the attack is unnatural mental influence then record the influence as having a rating of Unnatural, and note the charm which created it. In addition, divide the number of extra successes on the attack roll by 4 (round down) and record this as the willpower surcharge of the Influence.
If the attack is an investigation attack then the newly formed influence is a compulsion to immediately Seize Debate (which happens before anyone else gets a chance to) and reveal the desired information. How the information is revealed is up to the controlling character -- the character is just as likely to lie or stay quiet as they are to speak truthfully, but something (such as body language, hesitation, poor choice of words, or a misplaced blush) informs the attacker of the actual truth. If an investigation intimacy is of overwhelming or unnatural rating then the affected character will give away all relevent information, not just that which they have been asked for.
If for any reason the target does not immediately take the floor then the compulsion immediately evaporates and has no further effect.
Influences are much like intimacies. Each is attached to a particular virtue, each has a rating, and in most ways they behave exactly like intimacies. There are a few differences, however.
Intimacy type Influences of rating 0 disappear at the end of the scene in which they were created. Intimacy type Influences of a higher rating are retained and become normal intimacies at the end of the scene. An Intimacy type influence of overwhelming rating drops to have a rating equal to the associated virtue and becomes permanent at the end of the scene.
Emotion type Influences reduce in rating by 1 every scene, and disappear entirely when their rating drops below zero.
Compulsion type influences expire as soon as the compulsion is completed, and never last longer than a scene under any circumstances.
Investigation type influences force the influenced character to immediately attempt to Seize Debate, and if successful answer the question posed. The influence has no further effect.
Unnatural Influences last as long as the charm which created them says.
Influences can be rated at 0. Such influences do not penalise the subject in any way if violated, but still provide the usual benefits if followed. Violating a weak influence causes it to be removed.
Overwhelming Influences are those which have rating higher than the associated virtue. Violating such an influence causes the subject to take one point of Limit in addition to the usual effects.
An unnatural influence is stronger than any other influence except for another unnatural influence. Going along with an unnatural influence grants no benefits, and resisting an unnatural influence costs Willpower (and incurs Limit gain). The Willpower cost to resist will be listed in the description of the charm which created the influence. Exceptional success when creating an unnatural influence may incur an additional "Willpower Surcharge"; the Willpower cost of resisting these influences is increased by this surcharge. The Limit gain incurred is always a single point (maximum 1 point of Limit gain per scene from any single Influence) whenever any amount of WP is spent to resist the influence.
If two unnatural influences conflict then the player must choose to break one of them, spending willpower as usual. If the character lacks enough willpower to pay this amount then the character loses any remaining willpower and acts in a manner determined by the GM. Catatonia is a common response.
Social Conflict and Combat
When social conflict and physical combat happen simultaneously any social action may be taken on one's action-tick, or in response to another character's combat action. Social actions are not combat actions and do not have a speed or DV penalty. Social Attacks and Monologues made during physical combat must be short and simple, the GM should feel free to require long speeches to require multiple actions to pull off. During physical combat the character currently acting (or reasponding) is always assumed to have the floor, and no timing conflicts are triggered. During physical combat an exchange is considered to last until 6 ticks have passed without anyone taking a social action. During physical combat all characters receive a +2 bonus to Dodge MDV and a -2 penalty to parry MDV.
Joining Battle during social conflict may be attempted by any character.
Stopping physical combat is a compulsion type influence linked to Temperance. It is usually a Performance attack, though Presence could be used in a duel.
Physical Social Attacks
Not all social attacks are carried with words. In the correct circumstances it may be possible to make a social attack which doesn't use them at all. An appropriate stunt for such an attack might be a sly wink, a facial expression of shock, a moving dance, or an exotic sex-act. In all circumstances these attacks may only be used by the speaker, and may only be used to establish an Emotion or a Passion type intimacy building upon a previously established emotion. Such attacks are based upon Dexterity rather than Manipulation, and the target receives an additional +1 to MDV due to the imprecise nature of the medium. When Social Range is in effect physical performance-based social attacks often remove the usual restrictions for who may be effected by an attack. In all other ways they are treated as normal social attacks. Most such attacks are based upon Presence, with a dance performance being the most obvious exception.
The social conflict rules assume that all participants are equally able to address all other participants, but in some social situations the rules of the social structure preclude this. In such circumstances divide the debate up into a number of smaller debates, each of which has its own Floor, and each of which are considered to run simultaneously. Some characters may be in more than one Floor at once, in which case they must declare when they are switching their attention from one to another. Characters receive a -2 penalty to their MDVs for all purposes with regards to Floors of which they are a part, but on which they are not concentrating; including resisting surprise.
At any point it is perfectly acceptable for a character to attempt to break the division and bring everybody into a single debate. This may only be attempted by a Speaker, and effectively ends the current exchange. Depending upon the situation this may be considered very rude and lead to hostile behaviour from characters who have appropriate intimacies.
A classic example of such a divided social encounter would be a ball. Whilst dancing most dances, the participants are divided up into pairs and may only speak freely with their partner. Each pairing in such a ball is considered to be a separate Floor with its own Speaker. Some dances include the swapping of partners at certain points, in which case the current Floors are disbanded to be replaced with new ones. All social actions taken whilst dancing suffer a -1 dice penalty due to dancing at the same time, and the character suffers a -1 die penalty on his Dexterity + Performance roll to dance as well. However, a Speaker may instead make a physical Performance-based social attack at no penalty; unlike other social attacks in this context this attack must be applied equally to all persons present (including spectators who are not even part of the formal dance). In this case, no one suffers the MDV penalty for concentrating on a different Floor.
Attacks to Distract
Distraction is an emotion effect, and due to its easiness to inflict is always considered a "normal" emotion, even if it would in fact be dangerous or innapropriate. Instead of supporting or opposing any other social attacks a character who is suffering from a natural distraction influence takes an internal penalty equal to its rating on his next action, and the distraction subsequently evaporates. A character suffering from an unnatural distraction influence is instead unnable to take any actions at all unless he spends willpower to overcome it. Many attacks to distract are also Physical Social Attacks.
Written Social Attacks
A character is not confined to only making social attacks when he is in the presence of his target. Any character may choose to write (if literate) or dictate a letter containing a series of social attacks. Each attack in the letter must have an intention (dictating what kind of influence it is trying to form) exactly as an ordinary attack must, and may either be open or concealed. If an attack is concealed the author rolls (Wits + Linguistics) and notes the total successes as the Concealment Value of the attack, then (or immediately if the attack is not to be concealed) the author makes a (Manipulation + Linguistics) roll for the attack, and notes the number of successes as the attack's strength. Each attack takes approximately 1 page of hand-writing, or 2 if the attack is concealed. Finally, after all the attacks have been dictated the character who is actually doing the writing makes a Dex + Craft (Air) roll with difficulty equal to the number of pages written -- the number of excess successes (if any) is noted as the Effective Appearance for the letter.
When a person begins to read a letter containing a number of attacks she and any person who is listening to the letter being read aloud is affected. For each concealed attack all affected persons must first roll Perception + Linguistics to notice that an attack is occurring, then (or immediately if the attack was not concealed) those affected are treated exactly as if they had been targeted by a presence based social attack with a number of successes equal to the attack's strength made by an attacker with appearance equal to the letter's effective appearance. If the reader is aware that an attack was made she may choose to stop reading, if she so wishes.
A character's Motivation can only be attacked directly when the character is Broken (see Exalted p.XX). Motivation is treated like an intimacy with strength equal to the character's normal maximum willpower not associated to any virtue. Any attack to damage a motivation is always opposed by motivation. A Damaged Motivation still counts as a Motivation for all purposes unless utterly destroyed, and will recover at a rate of one dot per day if not actively weakened.
A character who has no motivation will slowly develop a new one. Their highest rated Intimacy (if they have more than one of equal rating then their controling player gets to choose which one) will slowly strengthen by one point per day until it reaches Strength equal to their Permanent Willpower, at which point it becomes their new Motivation, until this point it is merely treated as Overwhelming -- this is an exception to the normal rule that an intimacy cannot be higher than the associated Virtue. A character without a Motivation gains only one success from rolling a ten on a die, and cannot spend willpower for automatic successes or channel virtues. If he is an essence user then his essence using abilities remain unaffected.
If whilst developing a new Motivation another Intimacy rises in strength to higher than the one which is growing then it replaces the growing intimacy.
At the GM's option the Intimacy should be rephrased slightly to make more sense as a Motivation.
Mass Social Conflict
Mass social conflict occurs when as well as those actually arguing there is a large audience present, and the oppinions of the audience matter. It is quite different in scale from Mass Social Combat, which is designed to represent attacks against organisations ... something which I believe would be better represented by a scalable Domain Management System to replace Mandate of Heaven.
A unit in mass social conflict is a body of people (normally extras) with a shared Policy all present within a single scene, and directed by a single leader (never an extra). Every social unit has a number of traits:
Magnitude: Is the size of the unit and is determined exactly as for a mass-combat unit.
Leader: This is the single character who leads the unit -- this may be an official position, or it may simply be that she is the most vocal person in the crowd.
Policy: All social units have a Policy, which is a set of intimacies which represent the general opinions and beliefs of the unit. These intimacies cannot be rated higher than the average value which unit members have in the relevant virtue -- this will normally be 2 for a unit of extras.
Cohesion: This is how closely the unit will follow the instructions of the leader -- ranging from Cohesion 0 for a wild mob to cohesion 5 for a dedicated group of cultists led by their high priest.
Persuasion: This is the social equivalent of Might, and is calculated the same way, although only magical equipment relevant to social situations should be counted.
Attack Value: This is equal to one third of the average (Manipulation + Presence) of the unit's members, rounded down.
Damage Value: This is equal to one third of the average Charisma of the unit's members, rounded down.
Loyalty: This is the lower of the leader's Conviction and the average Conviction of the unit members.
Certainty: This is equal to one third of the average Integrity of the Unit, rounded down.
Will levels: The unit has a number of Will Levels equal to the Leader's Willpower.
Special Characters: Social Units may contain a number of special characters up to twice their Magnitude, just like military units.
The most common type of mass social conflict is the crowd scene. A large number of extras are present, forming the Crowd -- the GM should determine the crowd's magnitude as a social unit, but no other values are needed for it.
Within the crowd there are a number of actual social units, each with full traits. The Magnitude for all social units in the scene considered together can never be larger than that of the crowd, of which they form part.
Social Conflict proceeds as normal, with the leaders of the units acting as if they were ordinary characters. Attacks made against an individual within a unit (leader or special character) take penalties just as they do in mass combat. Attacks made against a unit as a whole must be made with Performance, and unlike a normal performance attack they affect the entire unit. The unit's Policy affects social attacks against it exactly as intimacies do for individuals. All unit leaders making social attacks may add their unit's Attack Value in automatic successes to their attack, and half as much to their MDVs. They add their unit's Damage Value to their damage rolls. Certainty is added to soak. Persuasion and the difference between the magnitude of the two units are added in automatic successes to all attacks. Instead of creating new influences, as it does in ordinary social conflict, damage in mass social conflict against a complementary unit is applied to their Will Levels. When a unit loses it's last Will level it immediately loses a point of Magnitude and goes back to maximum Will Levels.
There are no formations in Crowd Scenes.
Loyalty checks are triggered in the same circumstances as Morale checks would be required in Mass Combat and have the same effects. People lost due to attacks or failed Loyalty checks do not die, but rather remain part of the crowd.
As well as attacking another unit a character may choose to attack the crowd directly. This is a performance based social attack against an MDV of 5, with unit bonuses applying, but not magnitude differences. Damage is not applied to any target, but instead restores lost Will Levels on the attacker's unit. If Will Levels would go over maximum then the magnitude of the unit increases and the new number of remaining will-levels is equal to the excess. If the unit cannot gain in magnitude due to the restrictions on the crowd size then the excess is lost. A character who is alone as a solo unit may gain Magnitude this way, but gains no benefit unless she gains enough will-levels in a single action to gain Magnitude 1 -- in which case she is now leading a complementary unit.
If at any point a leader of a complementary unit makes an attack which would be opposed by her own unit's Policy then she triggers an immediate Loyalty check with difficulty equal to the number of intimacies in the policy which would oppose it.
Massed social conflict may be used during war. Each military unit is also a social unit of the same magnitude. Any relay special character or unit leader may choose to make a social attack as a speed 3 (long ticks) action. Damage dealt is applied directly to the unit's health-levels rather than Will Levels, but such attacks trigger Loyalty tests, not Moralle tests. Formation has no effect on mass social conflict.
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