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Social Interactions Between Elohim

Social Interactions between elohim can further be defined by whether they are targeting an Ally, Enemy, or are Self-Targeting. 

In addition to the general factors such as range, Social Interactions between elohim can be affected by the number of Targets and elohim nearby the Target. Social Interactions between elohim gain or lose Adjustments equal to the difference in Magnitude between the Targets. Targets within 7” of a friendly character with higher Magnitude than themselves can benefit from half the difference between their Magnitude (rounded down). If multiple Targets are being affected, add their Magnitude together.

An elohim can perform a Self-Targeted Social Interaction. Self-Targeted have a penalty of 2 Adjustments.

Herald sees a nearby ally being overwhelmed by the enemy. Herald tries to offer encouragement by calling out and reminding them that they are not alone. The Host decides this would be an Affirming Interaction. Herald’s has 1 Skill in Affirm/Aim giving a starting total of 1 Adjustment to the Check Roll. The targeted ally has a Composure of -1 to Affirm which adds 1 Adjustment in Herald's favor. Herald is 6” away from the Target, giving no Adjustment for Range. Herald and the Target are of the same Tier, so no Adjustments for that either. Herald gets 2 Adjustments to his Social Check Roll. 

{(Skill) + Composure + Range + Tier Difference = 2 Adjustments} 
{1 + 1 + 0 + 0 = 2}

Social Reactions

Social Interactions will elicit a base reaction that is universal, regardless of the specific kind of Interaction and also additional effects that are specific to the Interaction. 

Degrees of Success & Universal Outcomes

  • 7 or more Passes = Superb Success; strong reaction
  • 3-6 Passes = Success; moderate reaction
    • +/-1 Acquiescence
  • 1-2 Passes = Minor Success; minor reaction
    • 0 Acquiescence
  • 0 Passes - 2 Fails = Failure; Absence of any Reaction
    • 0 Acquiescence
  • 3 or more Fails = Superb Failure; slight opposing reaction
    • 1 Acquiescence removed or Assurance gained

The following are some examples of the kinds of specific reactions that could come from Social Interactions of the various Motives (results are listed in order of Minor Success/Success/Superb Success/ Epic Success): 

Exciting an Ally

  • +12/24/40 Passion Increase for 1 Cycle
  • +1/2/3 Action Points to Target’s next Activation
  • +1/3/7 to Target’s Force for next Strike that inflicts Wear
  • Increase the level and refresh the Duration of an existing positive Excite reaction of the Target
  • Remove 1/2/3 levels of an existing positive Subdue Interaction from the Target

Exciting an Enemy 

  • -12/24/40 Resolve for 1 Cycle
  • Target Falters 2/4/6 Action Points
  • Bane:1/2/3 to Target’s next Strike
  • Increase the level and refresh the Duration of an existing negative Excite reaction of the Target
  • Remove 1/2/3 levels of an existing negative Subdue Interaction from the Target

Soothing an Ally 

  • +12/24/40 Resolve Increase for 1 Cycle 
  • Bane:1/2/3 to next Strike vs. the Target 
  • Boon:1/2/3 to Target’s next Resist Check 
  • Increase the level and refresh the Duration of an existing positive Soothe reaction of the Target
  • Remove 1/2/3 levels of an existing negative Excite Interaction from the Target

Subduing an Enemy 

  • -12/24/40 Passion for 1 Cycle
  • -3/7/12 to Target’s Force for next Strike that inflicts Wear
  • Bane:1/2/3 to Target’s next Resist Check
  • Increase the level and refresh the Duration of an existing negative Subdue reaction of the Target
  • Remove 1/2/3 levels of an existing positive Excite Interaction from the Target

Affirming an Ally 

  • Affirm Ally Interactions give Assurance rather than removing Acquiescence.
  • +12/24/40 Endurance Increase for 1 Cycle
  • Boon:1/2/3 to next Social Interaction performed by Target
  • Bane:1/2/3 to next opposing Social Interaction against Target
  • Prolong an existing Social Interaction reaction of the Target by 1/2/3 times a single Level of Success (Use Levels of Success first to match the current reaction’s Level of Success and then begin another extension and repeat the process until Levels of Success are used.)

Affirm an Enemy 

  • Affirm Enemy Interactions give Apprehension rather than adding Acquiescence.
  • Prolong an existing Social Interaction reaction of the Target by 1/2/3 times a single Level of Success (Levels of Success first build to match the current reaction’s Level of Success and then begin another extension and repeat the process.)

Aiming an Ally

(For these options, the situation should make sense that the Aiming character is following direction rather than the players coordinating together just to maximize benefit.)

  • +1/2/3 Action Points if cooperating with direction on Moving, Striking, Defensive Stance
  • -1/2/3 Exertion if following Spiritual Effect direction
  • +1/2/3 SPP if following singing direction
  • Increase the level and refresh the Duration of an existing positive Aim reaction of the Target
  • Remove 1/2/3 levels of an existing negative Aim Interaction from the Target

Aiming an Enemy

  • -1/2/3 Action Points if not cooperating with direction on Moving or Striking
  • +1/2/3 Exertion if not following Spiritual Effect direction (Target selection or kind used)
  • -1/2/3 SPP if not following singing direction (Target selection or kind used)
  • Increase the level and refresh the Duration of an existing negative Aim reaction of the Target
  • Remove 1/2/3 levels of an existing positive Aim Interaction from the Target