Difference between revisions of "Nekomimi-Maiden/SocialCombatRedux"

From Exalted - Unofficial Wiki
Jump to: navigation, search
(Integrating Influence into Exalted)
 
(4 intermediate revisions by the same user not shown)
Line 1: Line 1:
With MUCH credit to WoD: Mirrors, which has provided the basic founding idea for building this...
+
=== Social Attributes ===
== Rewritten System: Social Influence ==
+
The three social attributes in Exalted are rewritten as follows:<br>
The current social combat system in Exalted, while certainly superior in concept to other systems such as D&D's "Diplomacy DC 50 to make my lifelong nemesis embrace me as a brother", is severely lacking in certain aspectsWhile willpower makes sense for a heroic character to be able to use to resist social influence, the all-or-nothing nature of it with only potential Limit when resisting unnatural mental influence once a scene, is a very poor stick indeedThis rewrite intends to incorporate the idea of graduated levels of success into Exalted, permitting people to protect core ideals from social influence while still being susceptible unless they perform a truly heroic effort to resist the words of the Chosen.<br>
+
<b>Eloquence</b> governs how well a character's ideas are communicated and received, once an opponent is forced to listen.  Someone with Eloquence 1 stumbles over her own words, stammers, and otherwise makes a very negligible impression.  Someone with Eloquence 3 is a well-trained speaker, clearly presenting her ideas and swaying those who will listenSomeone with Eloquence 5 can change a spiteful enemy to an ally if given a moment to speak.<br>
 +
<b>Guile</B> governs the extent to which a character can convince others to consider her points, and how well she conceals her motivations; a character with Guile can make those around her lower their defenses and think over things they might reject out of hand otherwise.  Someone with Guile 1 is generally excessively blunt, gratingly honest to a fault, or otherwise puts people off of listening to her.  Someone with Guile 3 is adept at smooth-talking her way through touchy situations, and rarely if ever shows her handSomeone with Guile 5 can make a tribe of starving wyld cannibals consider the merits of an agrarian lifestyle -- even while tied up in their warming stew pot.<br>
 +
<b>Composure</b> measures a character's resistance to the finely honeyed words and phrased statements of others, whether through natural caution, sardonic suspicion, or measured analysis. Someone with Composure 1 is gullible and naive, the proverbial sucker born.  Someone with Composure 3 has a healthy tendency for cynical rejection or analytical consideration of promises and offerings.  Someone with Composure 5 is harder than a brick wall.to convince of anything outside their interest.<br>
 +
Obviously, Lunar charms will need rewriting and adaptation to be refit into these altered attributes.<br>
  
This system intends to use my Composure rework of Appearance as well.<br>
+
=== Social Influence ===
 +
Social influence is normally levied as a dramatic action, which typically takes up to one minute per social attack, but may be performed as a speed 6, DV -2 miscellaneous action in normal combat by accepting a -3 internal penalty to the social roll. The Monologue action is added to normal combat as well, as a Speed 6, DV -2 action that gives +1 die to the following social influence every second tick, which may be aborted early for a partial benefit.<br>
 +
When attempting social influence, the intent of the influence is stated first. This generally falls under the form of a natural Compulsion, Illusion, or Emotion - "Form an alliance with my nation". "Buy wares from me". "Believe my report of an army camped to the south". "Form an intimacy of love towards me". The character declares any charms she intends to use on the social influence, and the target [or targets] choose their form of resistance.<br>
 +
The target of the social influence then chooses their form of defense:<br>
 +
They may attempt to <b>Ignore</b> the influence through sheer will, using their Dodge MDV [(Willpower+Integrity+Essence)/2].  However, if this method fails, they may not spend willpower to further mitigate the effects afterwards.  The use of Dodge MDV represents a refusal to engage; if it is overcome, they find themselves listening despite their best efforts.<br>
 +
Another option is to <b>Refute</b> the argument as it's being made, whether through raising counterpoints or heckling the attacker to disrupt their flow and bolster the character's confidence.  This uses their Parry MDV; since this is generally lower than Dodge MDV, the character has the option to spend willpower to further mitigate the argument.<br>
 +
The third choice is to <b>Deny</b> the social influence, drawing upon the character's strength of virtues and willpower to completely reject the social influence.  This costs a virtue channel in addition to the willpower cost Refuting takes, but it perfectly defends against an attempt to gain social influence.<br>
 +
A fourth option, of course, is to <b>Accept</b> the social influence.  While few heroes find this tasteful, simply going along with someone else's authority, masses of simpler people are usually easily swayed to throw their lot in with a particularly convincing speaker; as a result, <b>Accepting</b> the influence grants the character a point of temporary willpower, once a scene.<br>
  
Social influence is normally levied as a dramatic action, which typically takes up to one minute per social attack, but may be performed as a speed 6, DV -2 miscellaneous action in normal combat, though this imposes a -3 internal penaltyThe Monologue action is added to normal combat as well, as a Speed 6, DV -2 action that gives +1 die to the following social influence every second tick, which may be aborted early for a partial benefit.<br>
+
The willpower cost for Refuting or Denying an argument is generally 1, but charms may raise this.  Upon spending 3 points of willpower Refuting or Denying natural mental influence, the cost to Refute or Deny further NMI for similar purposes of influence drops to 0 willpower.<br>
  
When attempting social influence, the intent of the influence is stated firstGenerally, this is compelling a particular behavior - "Join an alliance with me". "Buy my wares". "Believe my report of an army camped to the south". "Form an intimacy towards me".  The character declares any charms she intends to use on the social influence, and the target [or targets] choose their form of resistance.<br>
+
The character's MDV may be modified at this point by relevant Intimacies, high Virtues, and the bonus for Motivation.  Bonuses from these are not capped; however, the penalties imposed may not exceed the attacker's Eloquence.<br>
 +
Once the form of social defense is chosen, if the social attack has not been completely prevented - whether through being Denied or use of an appropriate social charm - the social attacker then rolls her attack roll, and subtracts the character's MDV.  If the character Refuted the attack, they may spend willpower at this stage, rolling their Willpower and adding successes directly to their MDV.  If any successes remain, she adds her Eloquence to her successes to produce her Raw Damage, which is then reduced by the target's Composure and rolledEvery success adds a point of Social Influence.  Once the total influence accumulated equals the target's Conviction, they are subject to the influence, which is typically a Compulsion, Emotion, or Illusion effect.<br>
 +
<i>Compulsions</i> compel a particular sort of action or behavior.  Typically this is a single action, though if the consequences are ongoing, the Compulsion is broken after [Conviction] scenes of performing the compelled act. NMI Compulsions cannot force someone to take an action that would harm them or their traits, including backgrounds. "Protect me" is acceptable, but "die for me" is not. "Loan me your spare knife" usually works, but "give me your daiklave" is forbidden. Telling the security guard to ignore you won't work if you're clearly a thief (as he'd lose his job), but if you can convince him you're a guest and permitted in the area, it is valid.<br>
 +
<i>Emotions</i> forge an intimacy towards a person or ideal, making future influence easier by giving an appropriate hook to play off of and impose MDV penalties.  The intimacy can be broken as normal. In addition, the character suffers a -1 internal penalty on actions that contradict the emotional context of the intimacy, until they have suffered the penalty for [Conviction] scenes.<br>
 +
<i>Illusions</i> force a character to consider a belief to be true or false.  Illusions are the most fragile of social influence, broken the moment the target is convinced of proof of the reality -- whether by stepping outside and seeing that the leaves have not yet turned brownor by receiving reports of the truth.  A character laboring under an Illusion who attempts to take an action that would disregard the Illusion - ignoring the report of an army as unimportant, preparing for invasion by a Deathlord dffering peaceful coexistence - must spend 1 willpower per scene to do so. <br>
  
When subjected to social influence, the target should write down a "Commitment Track" for this influence.  This is typically equal to their Conviction; however, intimacies, Virtues rated at 3+, and their Motivation can modify the track:<br>
+
=== Social Abilities ===
* Relevant Intimacies add or subtract 1 Commitment Level, depending on whether the influence harms or supports the subject of the intimacy, in addition to any MDV modification.
+
The previous system's definitions of Performance, Presence, and Socialize are obsolete. All social abilities work equally well for targetting individuals, social groups, and masses of unrelated people. The distinction comes in their usage; each ability is related to a particular sort of InfluenceUsing an Ability for the wrong sort of Influence imposes a -1 external penalty on the roll and necessitates a stunt.<br>
* A relevant Virtue at 3+ adds or subtracts 2 Commitment Levels, as with IntimaciesConvincing a very Compassionate person to take an action that benefits many is easier, while convincing them of the justification of wanton slaughter is far harder.
+
<b>Performance</b> relates to the inspiring of hopes, dreams, and fears; Performance is linked to the Emotion influence.<br>
* If the action goes against the target's Motivation, the Commitment track is doubled after all other modifiers.  If it supports their motivation, it is halved after all other modifiers.
+
<b>Presence</b> is the ability of command and force of personality; Presence is linked to the Compulsion influence.<br>
 
+
<b>Socialize</b> governs rumor, belief, and manipulation of perceptions; Socialize is linked to the Illusion influence.<br>
The target of social influence has several means of resisting available to them.<br>
+
These three abilities are used for most social influence.  However, other abilities have roles to play.<br>
<b>First</b>, they may use their Dodge MDV, attempting to shut their mind and heart to the influence.  This is generally superior to Parry MDV due to the inclusion of Essence and the high potential rating of Willpower, but it carries a critical flaw; any influence that passes their DMDV cannot be resisted with Willpower or Virtues.<br>
+
<b>Investigation</b>, in addition to its' uses for studying crime scenes and finding evidence, is linked to understanding the mind. A social influence action can be made to study someone in order to determine intimacies, virtues, and motivations.  If the subject in question is being tested or displayed - a loving husband doting on his wife, a compassionate man listening to a speech filled with hateful rhetoric, and so on - this can be done with Perception.  If attempting to get someone to 'spill the beans' with leading questions, the attribute used is Guile.<br>
<b>Second</b>, they may instead use their Parry MDV, choosing an attribute and ability combination appropriate to refusing the particular influence to set their MDV.  If their Parry MDV is defeated, they may still spend Willpower afterwards in order to reduce the influence that gets through, but may not channel Virtues to reist.<br>
+
<b>Bureaucracy</b> is generally beyond the scope of social influence.<br>
<b>Third</b>, the target can choose a Virtue appropriate to resisting the influence, such as Valor to ignore an attempt at intimidation, Temperance to resist seduction or temptation, and so onThey spend the willpower cost to resist the influence as well as a single channel of that Virtue, and the influence is completely negated.<br>
 
<b>Alternately</b>, the target can accept the influence without resistance; this willing acceptance of someone else's command [and not having to take responsibility for their actions] grants the target one temporary Willpower, though they may not gain this benefit more than once a scene.<br>
 
Social defense charms may also be used in this step as well.<br>
 
 
 
After the form of defense is chosen, if the target has not completely negated the influence [whether through Virtue or an appropriate social defense charm], the character rolls her social attack, subtracting the appropriate MDV.  If any successes remain, they are applied to the target's Commitment track for the influence in question.  If the target has the option of spending willpower, such as if they applied their Parry MDV, they may pay the appropriate cost [usually 1wp, though some charms can increase the cost to resist] and roll their Willpower; every success reduces the 'damage' to the track by one level.<br>
 
 
 
Once the target's Commitment track is filled, they are subject to the influence and must act appropriately.
 
[work in progress]
 

Latest revision as of 23:03, 24 September 2011

Social Attributes

The three social attributes in Exalted are rewritten as follows:
Eloquence governs how well a character's ideas are communicated and received, once an opponent is forced to listen. Someone with Eloquence 1 stumbles over her own words, stammers, and otherwise makes a very negligible impression. Someone with Eloquence 3 is a well-trained speaker, clearly presenting her ideas and swaying those who will listen. Someone with Eloquence 5 can change a spiteful enemy to an ally if given a moment to speak.
Guile governs the extent to which a character can convince others to consider her points, and how well she conceals her motivations; a character with Guile can make those around her lower their defenses and think over things they might reject out of hand otherwise. Someone with Guile 1 is generally excessively blunt, gratingly honest to a fault, or otherwise puts people off of listening to her. Someone with Guile 3 is adept at smooth-talking her way through touchy situations, and rarely if ever shows her hand. Someone with Guile 5 can make a tribe of starving wyld cannibals consider the merits of an agrarian lifestyle -- even while tied up in their warming stew pot.
Composure measures a character's resistance to the finely honeyed words and phrased statements of others, whether through natural caution, sardonic suspicion, or measured analysis. Someone with Composure 1 is gullible and naive, the proverbial sucker born. Someone with Composure 3 has a healthy tendency for cynical rejection or analytical consideration of promises and offerings. Someone with Composure 5 is harder than a brick wall.to convince of anything outside their interest.
Obviously, Lunar charms will need rewriting and adaptation to be refit into these altered attributes.

Social Influence

Social influence is normally levied as a dramatic action, which typically takes up to one minute per social attack, but may be performed as a speed 6, DV -2 miscellaneous action in normal combat by accepting a -3 internal penalty to the social roll. The Monologue action is added to normal combat as well, as a Speed 6, DV -2 action that gives +1 die to the following social influence every second tick, which may be aborted early for a partial benefit.
When attempting social influence, the intent of the influence is stated first. This generally falls under the form of a natural Compulsion, Illusion, or Emotion - "Form an alliance with my nation". "Buy wares from me". "Believe my report of an army camped to the south". "Form an intimacy of love towards me". The character declares any charms she intends to use on the social influence, and the target [or targets] choose their form of resistance.
The target of the social influence then chooses their form of defense:
They may attempt to Ignore the influence through sheer will, using their Dodge MDV [(Willpower+Integrity+Essence)/2]. However, if this method fails, they may not spend willpower to further mitigate the effects afterwards. The use of Dodge MDV represents a refusal to engage; if it is overcome, they find themselves listening despite their best efforts.
Another option is to Refute the argument as it's being made, whether through raising counterpoints or heckling the attacker to disrupt their flow and bolster the character's confidence. This uses their Parry MDV; since this is generally lower than Dodge MDV, the character has the option to spend willpower to further mitigate the argument.
The third choice is to Deny the social influence, drawing upon the character's strength of virtues and willpower to completely reject the social influence. This costs a virtue channel in addition to the willpower cost Refuting takes, but it perfectly defends against an attempt to gain social influence.
A fourth option, of course, is to Accept the social influence. While few heroes find this tasteful, simply going along with someone else's authority, masses of simpler people are usually easily swayed to throw their lot in with a particularly convincing speaker; as a result, Accepting the influence grants the character a point of temporary willpower, once a scene.

The willpower cost for Refuting or Denying an argument is generally 1, but charms may raise this. Upon spending 3 points of willpower Refuting or Denying natural mental influence, the cost to Refute or Deny further NMI for similar purposes of influence drops to 0 willpower.

The character's MDV may be modified at this point by relevant Intimacies, high Virtues, and the bonus for Motivation. Bonuses from these are not capped; however, the penalties imposed may not exceed the attacker's Eloquence.
Once the form of social defense is chosen, if the social attack has not been completely prevented - whether through being Denied or use of an appropriate social charm - the social attacker then rolls her attack roll, and subtracts the character's MDV. If the character Refuted the attack, they may spend willpower at this stage, rolling their Willpower and adding successes directly to their MDV. If any successes remain, she adds her Eloquence to her successes to produce her Raw Damage, which is then reduced by the target's Composure and rolled. Every success adds a point of Social Influence. Once the total influence accumulated equals the target's Conviction, they are subject to the influence, which is typically a Compulsion, Emotion, or Illusion effect.
Compulsions compel a particular sort of action or behavior. Typically this is a single action, though if the consequences are ongoing, the Compulsion is broken after [Conviction] scenes of performing the compelled act. NMI Compulsions cannot force someone to take an action that would harm them or their traits, including backgrounds. "Protect me" is acceptable, but "die for me" is not. "Loan me your spare knife" usually works, but "give me your daiklave" is forbidden. Telling the security guard to ignore you won't work if you're clearly a thief (as he'd lose his job), but if you can convince him you're a guest and permitted in the area, it is valid.
Emotions forge an intimacy towards a person or ideal, making future influence easier by giving an appropriate hook to play off of and impose MDV penalties. The intimacy can be broken as normal. In addition, the character suffers a -1 internal penalty on actions that contradict the emotional context of the intimacy, until they have suffered the penalty for [Conviction] scenes.
Illusions force a character to consider a belief to be true or false. Illusions are the most fragile of social influence, broken the moment the target is convinced of proof of the reality -- whether by stepping outside and seeing that the leaves have not yet turned brownor by receiving reports of the truth. A character laboring under an Illusion who attempts to take an action that would disregard the Illusion - ignoring the report of an army as unimportant, preparing for invasion by a Deathlord dffering peaceful coexistence - must spend 1 willpower per scene to do so.

Social Abilities

The previous system's definitions of Performance, Presence, and Socialize are obsolete. All social abilities work equally well for targetting individuals, social groups, and masses of unrelated people. The distinction comes in their usage; each ability is related to a particular sort of Influence. Using an Ability for the wrong sort of Influence imposes a -1 external penalty on the roll and necessitates a stunt.
Performance relates to the inspiring of hopes, dreams, and fears; Performance is linked to the Emotion influence.
Presence is the ability of command and force of personality; Presence is linked to the Compulsion influence.
Socialize governs rumor, belief, and manipulation of perceptions; Socialize is linked to the Illusion influence.
These three abilities are used for most social influence. However, other abilities have roles to play.
Investigation, in addition to its' uses for studying crime scenes and finding evidence, is linked to understanding the mind. A social influence action can be made to study someone in order to determine intimacies, virtues, and motivations. If the subject in question is being tested or displayed - a loving husband doting on his wife, a compassionate man listening to a speech filled with hateful rhetoric, and so on - this can be done with Perception. If attempting to get someone to 'spill the beans' with leading questions, the attribute used is Guile.
Bureaucracy is generally beyond the scope of social influence.