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Acquiescence

Social Interactions can be more impactful than might be anticipated. In addition to other effects, successful Social Interactions performed on an enemy add Acquiescence to the Target. Conversely, successful friendly Social Interactions can remove Acquiescence. With enough Acquiescence, a character can become Swayed or Defeated.

A successful Social Interaction adds or subtracts 1, 3, or 7 Acquiescence depending on whether the Interaction was a Success, a Superb Success, or an Epic Success respectively. Affirm interactions do not add or remove Acquiescence. Instead, they add an equivalent amount of Assurance or Apprehension. Assurance comes from enemy Interactions and prevents some future Acquiescence and penalties from enemy Interactions. Apprehension comes from enemy Interactions and prevents removal of some Acquiescence and future benefits from friendly Interactions. 

For example, a Superb Success on a friendly Affirm Interaction would add 3 Assurance, negating the next 3 Acquiescence and negative effects that would be added to the Target from any friendly Social Interactions. A Superb Success on an Affirm Enemy Interaction would add 3 Apprehension, negating the next 3 Acquiescence that would be removed from the Target. Assurance and Apprehension cancel each other so that you only have one or the other. Up to 7 Assurance or Apprehension can be applied at one time. They will carry over from a Parley into any subsequent War but are removed at the Host's discretion once there is not a Parley or War currently in effect.

While a character has at least 4 Acquiescence, they are Swayed. While Swayed, friendly Social Interactions targeting the character will suffer the following effects beginning immediately. 

Swayed 

  • Bane:1 to friendly Social Interactions targeting the elohim
  • Bane:1 to Social Interactions made by the elohim
  • Bane:2 to Self-Targeted Social Interactions made by the elohim

Once a character has at least 7 Acquiescence, they are Defeated and will need time away from further negative influence to recover. The precise details of how they will behave while Defeated are determined by the Host's discretion.

Defeated

  • Bane:2 to friendly Social Interactions targeting the elohim
  • Social Interactions by the elohim are not possible
  • Remains Defeated until Acquiescence is brought down to 3 or less, then is treated as Swayed until Acquiescence is brought down to 0.