House Rules

Social Actions


Note, the actions outlined below are intended for the Tickless Social Combat system.

Passive Actions

Holding the Floor

  Cost: 1 Composure, Hog Penalty: +3
  Type: Passive

When taking this action, you are dominating the conversation and keeping anyone else from saying anything meaningful. It's a good, safe action to take but in and of itself will drain your Composure without much chance of getting it back. While taking this action, you aren't making any arguments or really contributing much to the overall conversation. Thus, there are no rolls involved. However, if someone else attempts to Seize the Floor, you may use a Socialized-based Parry to remain dominant without having to spend a Composure. If this parry is successful, as you didn't risk any Composure, nor can you gain any. You may make a Social Counterattack as normal however. This action lasts until someone successfully takes the floor from you, you decide to take another action, or you've successfully fended off a number of attempts to equal to your Appearance.

Sharing the Floor

  Cost: 0 Composure, Hog Penalty: +1
  Type: Passive

While taking this action, you're graciously sharing the Floor and allowing other parties to make their own case, while still remaining overall control. This usually requires a ([Manipulation or Appearance] + Socialize) roll, though other pools may be substituted with the storyteller's permission. During this action, others can choose to make an Argument (this incurs Cost, and Hog Penalties as normal). After all rolls have been made, you may choose to allow this argument to go through unchallenged or to apply some or all of your rolled successes to it as an external penalty. This action lasts until someone successfully takes the floor from you, you decide to take another action, or you've spent all of your rolled successes on blocking other actions.

Supporting Actions

Lend Ability

 Cost: 1 Composure (personal), Hog Penalty: +0
 Type: Supporting

You can lend your words to your Group's Speaker, allowing her to benefit from your individual strengths. You must make a Charisma + Performance roll, with a difficulty of 3. A success on this roll allows your Group's Speaker to use your rating in a single ability (chosen by you), as well as any specialties you have in that Ability, for the duration of a single action. This use can be offensive, defensive, both, or the Speaker can choose not to use the ability at all. You cannot lend an Attribute in this fashion, and in order to use a given specialty the Speaker must also use your skill (even if it's lower than her own). Mortals only "lend" half of their ability (round down) in this fashion, but Exalts are not so limited.

The Speaker uses his actual ability to calculate any dice adder limits, but the Exalt taking this Social Action can use a Abiltiy-related Excellency on behalf of his group's Speaker. He treats his dice limit as restricted to his Ability only, ignoring any Attribute the Speaker might be using. This is obviously no big deal for Dragon-Blooded, who are very good at supporting each other in this way, but is a weakness for Solars, Sidereals and (particularly) Lunars. Note that you cannot use this to exceed dice-adder limits; a Solar Speaker with Charisma 5 + Presence 5, and another Solar lending him Presence 5, cannot add +15 dice to his pool. You cannot use any other charms this way, only Excellencies.

Revoke Concession

  Cost: 2 Composure (personal), Hog Penalty: +1
  Type: Supporting

This social attack attempts to shore up a weak area in your Group's Speaker's defenses, sealing it over and preventing it from being used against him. You can use any valid social Dice Pool with this attack, with an external penalty equal to the number of Concessions the Speaker has given out so far. On the plus side, your target is of Trivial Strength and thus this attack requires only a single successful attack to force Deadlock. With concession, your revoke the concession and your opponent can no longer use it against your Speaker.

Interrupts

Seize the Floor

  Cost: 1 Composure, Hog Penalty: Special (see text)
  Type: Interrupt

You use this Interrupt to attempt to undermine the current floorholder, stealing the dominant position for yourself. The current floorholder can either choose to cede the Floor to you gracefully, or to fight back. If cedes the Floor, it is now your Action and you may begin dominating the conversation and work toward whatever Social Action you prefer - you can no longer take Interrupts. If he chooses to fight back, you must roll your ([Charisma or Manipulation] + Socialize), or Performance with an interesting stunt. The floorholder resists with a Socialize-based Social Parry. As you're attacking the floorholder, you gain no benefit from any Hog Penalty he might have accrued. If you still have any Hog Penalty, though, that applies to this roll. If you exceed the floorholder's PDV. If you fail in your attempt, he retains the floor. In either case, the floorholder reduces his Hog Penalty by one.

If multiple individuals or Groups attempt to Seize the Floor at the same time, the attempt becomes a contested roll. The floorholder only has to spend one Composure to resist all of the Interrupts and only reduces his Hog Penalty once regardless of how many attackers he defends against. Even if the floorholder cedes the floor, the attackers still have to roll. In either case, the highest successful roll becomes the new floorholder.

Arguments

Shape Intimacy

  Cost: 1 Composure, Hog Penalty: +2
  Type: Argument

This is a social attack to affect someone's long term beliefs and behaviors, either temporarily or permanently. You can use any valid Social Dice Pool with this attack, but your target varies depending on what you are attempting to accomplish. A temporary inflammation or dousing of an intimacy has a Strength equal to the Strength of that Intimacy, while attempts to build or destroy an intimacy have a Strength equal to whatever defenses your opponent can throw against you. You can also change the small details of an Intimacy, without changing its fundamental nature, in which case your target is twice the Intimacies Strength. The exact effects of a concession depend on what you were trying to do, as follows:

  • Inflame an Intimacy raise the Strength of an Intimacy by 1 for (target's Conviction) Scenes, Days or Weeks. The exact duration is up to the Storyteller.
  • Weaken an Intimacy lowers the Strength of the Intimacy by 1 for (target's Conviction) Scenes, Days or Weeks. The exact duration is up to the Storyteller.
  • Alter an Intimacy allows the character to manipulate the wording of a character's Intimacy in a minor way, altering neither its focus nor its expression, but perhaps changing the context or creating a loophole. Multiple minor alterations to an Intimacy can add up to a more extensive change, or you can first lower an Intimacy to a Strength of 0 before attempting to Alter it.
  • Build an Intimacy creates a new, Strength 0, Intimacy or raises an existing Intimacy by +1 Strength to a maximum of it's normal Strength rating. Any attempt to build a new Intimacy gains an MDV bonus equal to the Temperance of the character in question, and this bonus triples if you attempt to add to the new Intimacy more than once during a single scene.
  • Destroy an Intimacy lowers the Strength of the Intimacy by 1. An intimacy is first lowered to Strength 0 before being totally destroyed. Any attempt to destroy an Intimacy gains an MDV bonus equal to the Conviction of the character in question, and this bonus triples if you attempt to lower the Strength of that Intimacy by more than one during a single scene.

Be sure to see the Detailed Intimacies page for additional details on Intimacies, and how they interact with these rules.

Compel Behavior

  Cost: 1 Composure, Hog Penalty: +2
  Type: Argument

This social attack is used to convince someone to do something for you. You can use any valid Social Dice Pool with this attack, and your target is a Strength of 0 regardless of any Intimacies used by the defender. It thus takes two successful social attacks to compel a behavior if someone resists; one to gain a Compromise, and a second to force a Deadlock. The behaviors compelled by this attack are transitory in nature, and cannot require action beyond the end of the next few scenes or at best maybe a few hours of effort sometime within the same week for particularly undemanding behaviors. The inspiration of an Intimacy is required to inspire longer lasting changes in behavior.