The West That Wasnt - Social Combat
Contents
- 1 Social Combat
- 1.1 Attack Types
- 1.2 Stakes
- 1.3 Scope
- 1.4 Triggers
- 1.5 Using Your Words
- 1.6 A Matter of Perception
- 1.7 Words that Cut Deep
- 1.8 The Defense Rests (Optional)
- 1.9 Other Effects
- 1.10 Words Can Hurt
- 1.11 Sizing up the Opposition
- 1.12 The Set Up
- 1.13 This Conversation is Over
- 1.14 Getting Back on Your Feet
Social Combat
Most characters in TWTW will wind up having some kind of skill with a weapon in order to defend themselves and bring physical harm to others when the need arises. In TWTW, this is simply labeled “physical combat.” Most game systems have fairly detailed systems to simulate how this works, with all sorts of emphasis on maneuver, hit locations, weapon effects, and the like.
There are times, however, when you want to win a fight without drawing blood, without engaging in physical combat. As the saying goes, “violence doesn’t solve anything,” even though most of us can probably agree (especially in RPGs) that adage is patently false; it may solve one particular problem while creating a whole host of other problems. A middle ground might be “violence shouldn’t solve everything.” For that, the players can resort to Social Combat. At its core, Social Combat (or SC) involves a character using their words to sway the thoughts of another by one of several methods. In order to streamline the skill system, these broad approaches fall under the aegis of a single skill, but the various approaches are covered by four specializations. A specialization is not required to attempt any of the attack styles, but if the aggressor has a specialization in an attack style, they get a free bump on a successful skill check. Also listed are the associated traits for each attack type.
Social Combat encounters are limited to 2 parties: The instigator (the one who initiates the encounter) and the audience (the person or people the instigator is attempting to sway). During each round of an SC encounter is composed of 2 phases where each participant takes a turn verbally "attacking" the other. During each of these phases, one of the parties is the aggressor (the one who is attacking) and the other is the target (the one who is being attacked).
Attack Types
• Intimidation: The threat of consequence—be it the threat of physical violence, blackmail or financial ruin—used to bully others into compliance, or rattle them in physical combat. (Associated Traits: Presence/Strength)
• Argument: The use of logic, facts and debate to prove you are right, someone is wrong or make a solid case that your way is the best way. Argument is often a safe approach due to reduced negative effects from failure. (Associated Traits: Presence/Knowledge)
• Persuasion: The use of charm and empathy to win the heart and mind of an adversary, and convince them to see things your way or coax them into doing something they might not otherwise do, such as ending a fight. (Associated Traits: Presence/Essence)
• Fast talk: The use of trickery, misdirection, deception and blathering to confound, confuse or deceive a person. This can be a risky approach; the rewards for success can be great, but failure often makes conversation much more difficult. (Associated Traits: Presence/Acuity)
In physical combat, certain things are fairly straightforward and relatively easy to model; you are attempting to hit a target and cause damage. Enough physical damage (of any type) will generally convince a target to disengage from combat or will knock them out or kill them. Social combat attacks cause their own kind of wounds, which is tracked by the Stress attribute. Stress wounds degrade a character’s abilities in a similar manner to physical wounds. Stress wounds represent a character being rattled, unnerved, having their faith shaken, and generally messes up their focus and concentration. As the size attribute determines how much weapon effect causes a physical wound, the willpower attribute determines stress wounds from social combat. When a social combat attack causes effect, divide by the target’s willpower to determine the number of stress wounds, and apply the remainder to the target’s stress (just as physical damage causes wounds, and the remainder of an attack’s effect is applied to concussion threshold).
In social combat, the methods listed above are akin to the “weapons” in one’s SC armory, and some weapons are better suited to achieving certain ends, or in a particular milieu. Some targets may also be more susceptible to certain SC “attacks” or may be resistant to others. A Jesuit priest or a lawyer may be more resistant to Argument, while a conniving salesman might be resistant to fast talk and persuasion. Likewise, a crowd gathered lined up before a snake oil salesman might be more susceptible to persuasion. Winning someone over using argument may work just fine in a courtroom, but may have little use in less-formal settings such as a saloon right before a brawl breaks out. Trying to stop that brawl in the saloon might call for intimidation. However, using intimidation to get a better deal from a shopkeeper might just cause him to call the police or have him throw you out of his store!
Ultimately, social combat shouldn’t be a complete replacement for roleplaying, but we feel that there should be some system to allow characters with the proper skills to attempt to modify the behavior of others that is a bit more engaging than making a simple one-and-done skill check to see if you have successfully cowed/convinced/bamboozled your verbal sparring partner.
Stakes
Social combat ought to be somewhat limited in scope. You might try to get a better deal from a horse trader, but you should not be able to convince him to sell you his entire stable at cost. You might intimidate an opponent into fleeing from combat, but you should not be able to use the social combat system to convince him to switch sides and fight for you, and then commit suicide after the battle out of abject terror no matter how many bumps you get. Just as you would not be able to sink an ironclad steamship with a shot from your Peacemaker, there should be a sort of limitation in place. In this sense, social combat will require some discretion on the part of the Judge, and some “literary cooperation” on the part of the players.
Toward this end, when a character engages in social combat, “stakes” are declared. Simply put, this is the end goal the player is hoping to achieve should they best the target in a round of social combat. It might also conspire that a target may simply not be willing or able to engage in social combat. Declaring stakes lets the Judge know what you are trying to accomplish and whether it is even possible.
Miranda, Hank and Cyril walk into the town store owned by their nemesis, Angus Laroq. Miranda and Hank each try to engage the shopkeeper and keep him distracted while Cyril slips upstairs to investigate a lead. Miranda sidles up to the counter. Her player informs the Judge that she would like to engage the shopkeeper in social combat by using her feminine wiles to persuade him into selling her some goods (that she actually needs, anyway) at a discount. The judge informs her that this will not work since the prices are fixed, and the shopkeeper is not allowed to haggle. Hank has an idea and drops an armload of supplies at the counter, pushing Miranda to the side. Hank tells the Judge that he is going to engage the shopkeeper in social combat using fast talk. "My goal is to confuse the fella into thinking he already rung something up, so if I win I would like to get $2 of merchandise for free." The Judge declares that this is acceptable.
In physical combat, these distinctions generally don’t need to be made. If you punch or shoot at someone, it’s pretty clear what you’re trying to accomplish and how it plays out, and it is easily understood what an acceptable target is, along with whether damage results from the attack, and if so, how much. This is not always the case with social combat. Even a character who is highly skilled at all manner of social combat skills shouldn’t be able to schmooze, cajole and threaten everyone all the time to get everything they want. This would probably make gameplay a bit tedious and mechanical, and maybe throw a story off the rails just as much as if the players opted to fight their way through every conversation! Players should use some discretion in what they would like to accomplish with social combat and how often they attempt it, and Judges should also prepare for such encounters just as they prepare the occasional (or frequent!) action scene.
For some example encounters, a player might attempt to bluff their way past a guard (intimidation), sweet-talk a clerk into slipping them a useful tidbit of information (persuasion), use facts and evidence to convince a jury to acquit (argument), or simply engage a lookout in simple conversation long enough to allow their pals to sneak past unnoticed (fast talk). In each of these examples, a player would tell the judge their intention to engage in social combat and lay out the stakes. For example, a player might say, “I suspect the clerk would have details about the Rail Baron’s itinerary, which would enable us to lay an ambush for him. I would like to engage in social combat to see if I can learn something from her.” The judge thinks this is reasonable, and allows the player to proceed. If the character had specializations in intimidation, argument or fast talk, they might also use those approaches to achieve the same goal, but they might have different consequences when everything is said and done, so choose carefully!
In this case, the stakes are that if the character is successful, he may convince her to tell him something that is useful to him. Using a different example from above—the one using Fast Talk to distract a lookout—the stakes might be “I would like to use Fast Talk to distract the lookout and allow the rest of the group to sneak past.” Stakes can be modified at the discretion of the Judge. In this case, the Judge may decide that letting the others sneak past guaranteed if the fast-talker is successful is inappropriate given the circumstances (maybe the street is deserted and any traffic would be considered unusual, or perhaps the lookout is guarding the villain’s headquarters and the Judge doesn’t want the players to breeze in quite so easily). The Judge might modify the stakes to allow the others a chance to sneak past with a bonus to their skill check, for example. If modifying the stakes, the Judge should let the player know in advance to avoid accusations of bait-and-switch.
Similarly, the Judge may impose a set of stakes as well, depending on the situation. This is appropriate if the target will engage in a counter-effort against the player. If a player wants to bluff their way past a guard, the judge may lay out stakes, a goal the NPC is attempting to achieve. The player might say, “I want to use my intimidation to attempt to get past the guard,” which the Judge sees as being reasonable. However, the guard isn’t just going to sit there like a lump; the Judge might declare stakes: “Okay, but if the guard wins, he has convinced you that you’re not talking your way past him and you skedaddle with your tail ‘twixt your legs unless you're willing to start a fight.”
Hank is attempting to fast talk the shopkeeper out of $2 of supplies. The Judge declares counter-stakes: If the shopkeeper defeats Hank in the encounter, he catches on to Hank's scheme and things will get...complicated. Hank's player assumes that "complicated" in this context means he will be kicked out of the store, or the merchant might summon a deputy, or even worse, one of Laroq's Vaqueros who is bound to be lurking nearby...
Remember: When you choose to engage in social combat, you are taking a risk. For story purposes, you should be willing to accept the consequences of failure. If your character gets into a fist fight, you can’t just say “I refuse to be knocked unconscious” and continue to fight when your character has taken too much damage. The same goes for social combat. There is a point at which your character is defeated, and you will have to deal with the aftermath. The primary difference here is that in SC, your character will be alive/conscious, and you may have to roleplay (or at least rationalize) your defeat. As a participant in the Social Combat, the player has a choice when to disengage, depending on how many stress wounds he is willing to suffer in pursuit of his goal.
Scope
With the limitations set in place by the Stakes system above, there is one more limitation to consider which differentiates physical combat from social combat. In a physical altercation, the combatants can always carry on until they run out of blood, or some other external event makes combat impossible. A character cannot cut a swath of social destruction through the countryside with charm, logic and reasonable requests, relying on the fact that they can eventually wear down any target and get the better of them. In social combat, if the interaction is allowed to drag on too long, or the “aggressor” doesn’t make a decisive point quickly enough, then the target will become inured to their attempts as their opponent drones on, repeating himself. People who are unskilled at social combat techniques will generally have a limited arsenal to affect the will of others. Those who are more skilled have developed the ability to prolong these interactions, and thereby forestall the inevitable point of argument immunity or Godwin’s Law*. To reflect this, characters who are more skilled in SC skills will be able to take more actions before an SC is forcibly concluded.
* Godwin's Law states: "As a…discussion grows longer, the probability of a comparison involving Nazis or Hitler approaches 1." It is commonly agreed that when a debate reaches this point, further discussion is wasted breath.
In each SC encounter, there will be an instigator and an audience. The instigator is the one initiating the attack, and the audience is his target. Each party engaging in SC will have a number of action cards determined by their traits and skills. These action cards are used to make attacks and enhance them. If the character who started the encounter runs out of action cards before defeating their opponent or reaching a victory condition, then they fail to achieve the stakes they establish, and cannot further engage this audience in SC for the remainder of the scene.
Each participant gets one action card for each rank of the Verve skill or the rank of the secondary trait skill associated with their attack style (whichever is higher), plus the bonus for that trait's die type (+1 for d8 or d10; +2 for d12), one for each rank of the Social Combat skill, and an additional one card for each specialization under that skill. This will allow the savviest character in the history of interpersonal relations to have up to 16 possible actions to conclude an SC encounter, but most will probably have much fewer than that. This should ensure SC encounters are resolved fairly quickly without disrupting the flow of gameplay too much.
While Miranda and Hank are distracting the shopkeeper, Cyril has encountered his intended quarry: one of Angus Laroq's secretaries in the upstairs offices. He attempts to engage her in social combat to see if he can convince her to divulge some information about the villain's whereabouts. Cyril's player declares that he will attempt to persuade her. The traits associated with Persuasion are Presence and Essence. Cyril has 2d8 in both, and Social Combat at rank 2. He will have a total of 5 cards to use in social combat (2 for his ranks of Verve or Spirit, 1 for his d8 trait bonus and 2 for his rank in the Social Combat skill. If he were attempting to use fast talk on the secretary instead of persuasion, he could have 6 cards due to having a rank of 3 in Awareness (the trait skill for Acuity, since that trait is used for fast talk attacks), but for roleplaying reasons, Cyril's player does not want to use that approach. Meanwhile, downstairs, Hank is unskilled in social combat, and has 1d8 in both Verve and Awareness. Hank only gets 2 action cards.
Triggers
Not every SC encounter will require you to completely break the will of your target, and depending on the choices you make in SC, you may not have the opportunity. Based on the stakes you have set and the nature of the target, the Judge may set one or more trigger points for them. This is a number of Stress damage or Stress wounds you must inflict before the target gives in. At the Judges’ discretion, there may also be other triggers that will cause the target to take other actions that seem appropriate which will effectively end the SC encounter. Just as the Hero can break off SC at any time, NPCs may have reasons to do so, as well. For example, in certain circumstances, if you use an intimidation attack (on purpose or because the target perceives that you are threatening them), the target may become physically hostile (beginning a physical combat encounter), run away or attempt to summon help or the authorities.
For Hank's social combat, the Judge sets the trigger point at 1 stress wound, since the stakes are low and the merchant won't face serious repercussions for losing $2. Upstairs, the Judge determines that the secretary's trigger point is 3 stress wounds because of her fierce loyalty to Angus Laroq and the fact that she knows he would harshly punish her if he discovered she had given up any information to some lawman. If Cyril was trying to persuade her to open the safe, it might require 5 stress wounds because the secretary knows this is an outright betrayal of her boss, however Cyril doesn't want to try for that. He plans to try and break in later with Hank when the store is closed and see if they can crack the safe.
Lastly, if one party or the other is performing poorly, the Judge may choose to modify the trigger. If the player has a calamity or fails on two consecutive attacks, the Judge may increase the trigger point by one. If the target suffers a calamity on one of their attacks, the Judge may reduce their trigger point by 1, or grant the aggressor another action card to their pool. To maintain suspense, the Judge can keep any triggers secret.
Using Your Words
Before entering SC, you will choose your attack style: Argument, Fast Talk, Intimidation or Persuasion. The target will also choose the style with which they will respond. Each party can only attempt one attack style at a time. The Presence trait is associated with each type of attack, but each one also has a secondary trait associated with it. Each time you make an attack, one of the two traits will be used for the cause and the other for the effect; one trait is used to determine if your attack is successful and the other is used to determine damage. Make your choice based upon your talents, your target, or what strategy you would like to employ. You may need to use a higher trait to ensure a successful attack, or—if the target is an easy mark—you might want a higher trait for a more powerful attack. You can change which traits you use for cause or effect from one attack to the next. Make sure to specify before the action card is drawn; if the attacker does not specify, Presence is used for cause and the secondary trait is used for effect.
Hank attempts to fast talk the merchant. The associated traits for this attack are Presence and Acuity. Hank has 1d6 Presence and 1d8 Acuity. Since Hank is unskilled with Social Combat and his skill check will be using the d4 column anyway, his player opts to use Presence determine his cause, allowing him to use Acuity to determine the effect--if he manages to succeed in the first place!
The TN of the attack is based upon the target’s social combat skill. The TN is 4 plus 1/2 the target's Social Combat skill level, rounded up.
The Judge decides that the merchant has a social combat skill of 1, meaning that Hank will have a TN of 5 (SC rank 1 / 2 = .5, rounded up to 1; plus 4 = TN 5) for a successful attack.
If the attack is successful, then proceed to determine how the target interprets the attack. (see A Matter of Perception, below). If the attack fails, it is the opponent's turn to be the aggressor, and they are able to make their own attack. If the card result is a calamity, the aggressor automatically takes a loss this round (see Words Can Hurt, below).
A Matter of Perception
Some experts tout that up to 90% of one’s message is delivered to others not by what one says but how one says it. These are called paraverbals, and they are crucial to messaging in conversation. They include such elements as vocal rate, tone, inflection, volume and physical body language. This sort of detail is difficult to simulate, but the end result is that ultimately, one’s intended message or delivery can come off wrong, or just misconstrued by one’s audience. You may be making a logical argument, but your target might perceive it as a personal attack or a threat. You may be attempting to gently persuade someone, but they might interpret your slick words as an attempt to pull a fast one. You may employ calm menace trying to scare someone, but they might think you’re trying to make an appeal to reason.
The Clarity attribute is the reliability (REL) score of a character's SC attacks, and is rated from 3 to 12. When the action card is turned, regardless of whether the attack was successful, consult the breakdown element. If it is present, compare it to the aggressor's Clarity score. If the clarity score is less than the number shown on the broken wrench, then there is a chance that the attack has been misconstrued by the target. Consult the phase element of the card to determine how the target perceives the attack. This will yield a result between 0 and 5. If the result is 0 or 5, the attack is perceived as intended. The remaining results are assigned 1 to 4 in alphabetical order:
• 1: Argument
• 2: Fast Talk
• 3: Intimidation
• 4: Persuasion
If the attack is misconstrued, any damage you deal will be decreased (use the d4 column and the aggressor’s skill level to determine effect), and the target's Nerve is increased by 1. Any bumps from the skill check can be used to modify the phase number up or down. (if the result is 1 or 4, it can be bumped down or up to 4 or 1, respectively) If an attack is misconstrued, the aggressor can attempt to rephrase or switch gears.
Cyril is attempting to persuade a secretary to let slip some details about Angus Laroq's whereabouts. His chosen attack is Persuasion, but the action card comes up with a wrench in the breakdown element and the number 8. Cyril's Clarity is 10, which means that the target has misconstrued his attack. A 2 in the phase element means that the secretary perceives Cyril's attempt at persuasion as fast talk.
Rephrasing and Switching Gears
If an attack is misconstrued, the aggressor may have some options. The aggressor can attempt to rephrase or switch gears. To rephrase, the aggressor turns one of their remaining action cards and consults the phase element on that card for a second chance. Regardless of the result, the aggressor is stuck with this result for this round (note that bumps can be used on this card, as well).
Alternatively, the aggressor can "switch gears," and roll with how the target is choosing to perceive the aggressor's style. To switch gears, the aggressor sacrifices an action card. This alters their attack style for the remainder of the encounter to the new one indicated on the original card, and allows them to inflict normal damage for the current attack instead of reduced damage. If switching gears, use the secondary (non-Presence) trait associated with that attack type to determine effect for this attack.
Since Cyril has a value of 10 in Acuity (the secondary trait for Fast Talk attacks), his player opts to sacrifice a card and switch gears. When it comes time to deal damage, Cyril will use the d10 column instead of the d4 column (which would be used if the attack was misconstrued and dealt reduced damage). On the downside, the rest of his attacks for this combat will now be Fast Talk attacks, unless he can switch gears later on. It's not getting the job done the way Cyril wants--he may have to deal with this secretary again later--but it's getting the job done. Now, however, that secretary will probably remember Cyril as "that city slicker who bamboozled me that one time."
Rephrasing and switching gears use up available action cards faster (and with the latter, changes your attack style), but having your attack misconstrued will yield reduced results and can increase the target’s defenses due to your verbal flailing and mixed messaging. If the player does not want to proceed with the attack as the target perceives it, they can take a loss for that action which causes the aggressor to suffer the stress wounds of his attack (see Words Can Hurt, below), but this option does not increase the target’s defenses (if using the optional rules described later in The Defense Rests). Taking the loss might be necessary or desirable to avoid a trigger, such as if the target perceives that you are attempting to intimidate them, or to prevent unwanted adjustments to the target’s Nerve. The aggressor must have at least one action card remaining to rephrase or switch gears.
Words that Cut Deep
Once the perception of the attack is determined, consult the hit location element. If the hit location is the vitals, increase the effect by one row, and if it is the head, increase the effect by two rows. This reflects a particularly effective verbal attack on the part of the aggressor. Bumps can be used to alter the hit location as described in the Conflict chapter.
Next, determine if the attack penetrates the target's resistance. Compare the aggressor's Resolve attribute (plus or minus the result of the penetration element on the action card) against the target's Nerve attribute. If the attack's PV is 2 or more than the target's AV, the attack penetrates and deals full effect. If the PV is equal to or one greater than the AV, the attack "ablates" and causes reduced damage and reduces the target's Nerve by 1. If the PV is less than the AV, the attack deflects and causes no damage and does not affect the target's Nerve.
Damage is based on the skill level of the aggressor and the trait used to determine effect for the attack. Use the trait value to determine the column and the skill level to determine the row. If the aggressor switched gears for the attack, use the secondary (non-Presence) Trait to determine the effect column. Reduced damage uses the aggressor's skill level and the d4 column. Stress damage is divided by the target's willpower to determine the number of stress wounds the target suffers, with the remainder deducted from the target's stress.
The Defense Rests (Optional)
As an SC encounter continues, the target will tend to become more resistant to SC attacks. The Nerve attribute determines the target’s “Armor Value” (AV) against incoming attacks. If the target has a specialization, they can increase their Nerve by 1 against that type of attack.
Optional Defense Rules:
1. Progressive Defense
After each attack, the target increases their Nerve by one, unless the aggressor took the loss (see above). If the aggressor makes a successful attack and it is not misconstrued, the target does not increase their nerve. As such, the target becomes resistant if the aggressor’s arguments are misconstrued or if they fail.
2. Individual Defenses
You can also keep track of the target’s resistances to each attack type, which may shift over the course of the encounter. This requires a bit more bookkeeping, but can provide an increased “tactical” flair by rewarding success, punishing failure and creating useful combinations of attack types that may arise. If using these rules, some approaches synergize well, while others can work at cross purposes. The target’s perception of each attack made will then have the following effects:
Intimidate:
• If the attempt succeeds or fails, increase the target’s resistance to persuasion by 1
• Failed attempts increase the target’s resistance to intimidation by 1
Argument:
• Success reduces the target’s resistance to fast talk by 1
• Failure allows the target to heal stress wounds
Persuasion:
• Success reduces the target’s resistance to persuasion by 1
• If the attempt succeeds or fails, increase the target’s resistance to intimidation by 1
Fast Talk:
• Failure increases the TN for further attacks by 1
• Success reduces the target’s resistance to argument by 1
A failed attempt is one that does not meet or exceed the TN. If the skill check is equal to or greater than the TN but does not penetrate, it is still considered a success, it will just do reduced damage or none at all.
Additionally, if the attack is misconstrued, the target increases the resistance to the chosen attack by one unless the aggressor sacrifices an action card to switch gears or they took the loss for that round. Ultimately, if an SC encounter wears on with no initial success from the attacker, the target will rapidly become resistant to subsequent attacks.
Other Effects
As another optional rule, each SC attack has one or more special effects:
• Intimidate: Can be used in physical combat once per round (at a cost of 2 AP, or an additional 2 AP to an attack) to try and rattle an opponent. The number of available attempts that can be made in each combat encounter is equal to the character’s Verve rank and Presence die type bonus, plus one if they have a specialization for intimidation. When used in physical combat, intimidation is always perceived as such (if the breakdown element indicates the attack is misconstrued, you lose the ability to intimidate for the remainder of the encounter). Any stress wounds dealt in this manner instead reduce the target's available APs. This reduction is in addition to any other penalties the target may suffer from other sources. Alternatively, the target may choose to instead flee the combat on their action, in this case no APs are lost from the intimidation attempt. The target must use their action to move both away from combat and the character who intimidated them. The target can attempt a recover action once per round for 2 APs, and make a Bravery check at TN 5. If successful, they recover one AP lost to intimidation, with an additional AP recovered for each bump. Many non-human targets (such as certain animals or zombies, for example) may be immune to intimidation at the Judge's discretion, while almost all human targets are susceptible.
• Argument: Stress wounds dealt to the target can instead be used to recover stress wounds suffered by the aggressor.
• Persuasion: Can be used in physical combat once per round (at a cost of 2 AP) to try and de-escalate an opponent. Used like this, Persuasion can be attempted while the “aggressor” is dodging/blocking or behind cover. The number of available attempts that can be made in each combat encounter is equal to the character’s Verve rank and Presence die type bonus, plus one if they have a specialization for persuasion. When used in physical combat, persuasion is always perceived as such (if the breakdown element indicates the attack is misconstrued, you lose the ability to persuade for the remainder of the encounter). Any stress wounds dealt in this manner instead reduce the target's available APs. This reduction is in addition to any other penalties the target may suffer from other sources. If the target is reduced to 0 APs or less, they are either calmed down or must disengage from combat. The target may attempt to recover and build up a full head of steam by making an attack at a cost of 2 additional APs; if the attack hits, they recover 1 lost AP with an additional AP recovered for each bump. Additionally, if any opponent causes damage to the target, they recover all APs lost from persuasion. Unlike intimidation, some human targets (at the Judge's discretion) may be immune to persuasion.
• Fast talk: Failed attempts cause the target to recover stress using the target's Awareness skill to determine effect (vitals and head hit locations increase healing effect by 1/2 rows), while a success earns an automatic bump that can be used for added PV, adjusting hit location or increased effect (as with physical combat, increasing effect takes 2 bumps per level).
Words Can Hurt
When an SC attack causes damage, use the associated trait that was not used for the skill check to determine the effect column (if the aggressor switched gears for the current attack, use the non-Presence associated trait to determine effect) and the aggressor's skill level to determine the row. Divide this number by the target's Willpower attribute to determine the number of stress wounds delivered to the target. Any remaining effect is subtracted from the target's stress.
If a character receives 5 stress wounds, their will is temporarily broken. They might be confused, angry, cowed, or they might even admire the aggressor, depending on the circumstances and what type of attack style was used. If the target is an NPC that might appear in the story again, it is recommended that the Judge make use of this to add depth to the story, just as much as if the players encountered a minor character that they had beaten up in a previous encounter! If a target is reduced to 0 stress, they are temporarily mentally exhausted, stymied or flummoxed; their nerve is reduced to zero, and their social combat skill is effectively reduced to 0. If this happens to the target, it makes it much easier for attacks to be successful. If the target is stressed, do not check for misinterpretation when making an attack. Outside of social combat, a character who is reduced to 0 or less stress is in a mental haze; they perform all actions at a +2 TN penalty for the remainder of the scene or until the Judge determines that they have begun to recover stress points.
If the aggressor opts to take the loss (due to his attack being misinterpreted), then their words are turned around on them. The aggressor suffers the damage they would have caused to the target had the attempt been successful. Added effect from hit location will also apply to the aggressor; this might represent a verbal gaffe, or an embarrassing self-own. Taking the loss does not check against the aggressor’s Nerve to determine penetration. If taking the loss resulted from a calamity, increase the effect by one row.
In some encounters, the audience does not want to verbally crush the instigator, they are just trying to resist the proposed stakes. In this case, any stress wounds the audience causes removes a card from the instigator's pool of action cards rather than inflicting stress wounds, and the audience does not inflict stress damage.
Stress wounds reduce the number of AP available to the target in combat. However, AP lost due to stress wounds can be used for movement to disengage from combat if no attack actions are being taken.
Sizing up the Opposition
On any round, the aggressor may spend one of their action cards to use the Judge Character skill instead of making an attack. The TN is the same as if they were making an attack. If the check succeeds, the aggressor may reduce the TN and the target's Nerve against the next attack or Judge Character attempt by one, with an additional reduction for each bump. These bonuses persist until the aggressor makes an attack; if the aggressor successfully spends multiple actions conversing and judging the character of their target, they can slip in a decisive verbal blow. When using Judge Character, failed attempts do not alter the target’s Nerve or individual resistances, but a Calamity will increase their Nerve and the TN to attack them by one.
With the Judge's approval, the instigator (and possibly even their allies) may attempt to use the Judge Character skill on a potential audience in advance of an SC encounter. This may only be attempted once per scene, and will only be effective for the first attack of the encounter.
The Set Up
At the beginning of an SC, shuffle the action card deck. In an SC encounter, the instigator has a limited number of actions to achieve his goal. This is determined by their action card pool. This can be tracked either by drawing the cards from the deck into a separate pile, or keeping track of the number of cards drawn for actions during the encounter. Cards that are drawn to resolve exceptional successes or added effect are always drawn from the deck, not the action card pool.
The Judge will determine the target’s appropriate stats: social combat skill level, any specializations and the target’s Nerve attribute, along with any triggers they may have, etc. If using optional defense rules, these can be easily tracked using the back page of the character sheet and counters or dice on the Phase I-IV box to track the resistances of each attack type.
When the Judge is ready, the instigator has first crack at being the aggressor. After their action has been resolved, it is the audience's turn to be the aggressor. If the instigator has action cards remaining in their pool and neither party has disengaged, the turn starts over again with the instigator. Continue until one party disengages or the audience's trigger point has been reached.
This Conversation is Over
The SC encounter continues until one party disengages, their trigger point is reached or both parties have exhausted their action cards. As an SC encounter carries on, the instigator or audience will eventually reach one of these end points. If either party does not have an action card available, they may not make an attack this round. They have run out of things to say and nothing else they might say or do will have any further effect on the target. If both parties' action cards are exhausted and no trigger point is reached, the encounter is a draw; neither party suffers the penalties of stakes or counter-stakes except that if the instigator was unsuccessful and did not meet the audience's trigger point, they cannot achieve the stakes they laid out through social combat, though escalation to physical combat is always an option! Failure by the instigator does not mean that the audience is automatically successful, however.
The trigger point for NPCs will be determined by the Judge. The trigger point for PCs depends on how many stress wounds they are willing to suffer. Most SC encounters will likely feature the PCs as the instigator. If the PC runs out of action cards before an NPC, they may (at the Judge's discretion) still face attacks from the NPC. The audience will then continue to make attacks until they run out of action cards, the player chooses to disengage or the PC suffers 5 stress wounds. If the PC disengages, this is the same as if the NPC had reached a trigger point, and the PC suffers any counter-stakes that may have been established. If the PC suffers 5 stress wounds, their will is broken, and they must concede defeat, and suffer the penalties of any counter-stakes. If the NPC runs out of action cards, the PC can attack unopposed until they run out of action cards, or the NPC's trigger point is reached.
Keep in mind that even if one party is out of action cards, it is still possible for the other participant to suffer a calamity that deals self-inflicted stress wounds! This may tip the hand of one party or the other to victory.
Getting Back on Your Feet
Stress wounds from social combat can rattle a person something fierce, causing a lack of concentration from playing the exchange over again in their head, or the shakes from a surplus of adrenaline or lingering fear or anger. This manifests in the same penalties as physical wounds. Each stress wound suffered will subtract 1 AP from the character’s pool. However, as stated above, APs lost from stress wounds can still be used for movement to disengage from combat.
Stress wounds are “healed” at the same rate as physical wounds. The character can recover one per scene, if another character is able to perform a successful TN 5 Leadership skill check, or the character can attempt a TN 7 Spirit check on themselves. With either approach,each bump allows for the recovery of an additional stress wound.