Social Interactions Between Spirits
An elohim can perform a Self-Targeted Social Interaction, but this has a greater Difficulty receiving a penalty of 2 Adjustments.
- 12 or more Passes = Epic Success, exceptional reaction; +/-7 Dominance Points (Buffer); additionally 1 Inspiration/Obstruction is added to or subtracted from the Target as is appropriate to the parties involved
- 7-11 Passes = Superb Success, moderate reaction; +/-3 Dominance Points (Buffer)
- 3-6 Passes = Success, slight reaction; +/-1 Dominance Point (Buffer)
- 1-2 Passes = Minor Failure, possibly a very minor reaction; 0 Dominance Points (Buffer)
- 0 Passes-2 Fails = Failure, Absence of any Reaction; 0 Dominance Points (Buffer)
- 3-6 Fails = Superb Failure, slight opposing reaction; +/-1 reversed Dominance Points (Buffer)
- 7 or more Fails = Epic Failure, moderate opposing reaction; +/-3 reversed Dominance Points (Buffer)
Herald sees his nearby ally being overwhelmed by the enemy. Herald is too far away to contribute his Magnitude to support the ally, but he decides to try to encourage his friend by calling out and reminding them that they are not alone and that Herald is on the way to help. This would be an Affirming Interaction. Herald’s has 3 Skill in Affirm/Aim giving a starting total of 3 Adjustments to the Check Roll. The targeted ally has a Composure of –1 to Affirm which adds 1 Adjustment. Herald is 6” away from the Target giving no Adjustment for Range. Herald and the Target are of the same Tier and the Area Influence is neutral. Herald gets 4 Adjustments to his Social Check Roll.
{(Skill) + Composure + Range + Tier Difference + Area Influence = 4 Adjustments}
{3 + 1 + 0 + 0 + 0 = 4}
Social Reactions
The following are some examples of the kinds of reactions that could come from Social Interactions of the various Motives (results are listed in order of 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 (minimum 1)
- Increase the Level of Success and refresh the Duration of an existing Excite reaction of the Target
- Negate 1/2/3 Levels of Success of an existing reaction of the Target to a Subdue Interaction
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 of Success and refresh the Duration of an existing Excite reaction of the Target
- Negate 1/2/3 Levels of Success of an existing reaction of the Target to a Subdue Interaction
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 of Success and refresh the Duration of an existing Soothe reaction of the Target
- Negate 1/2/3 Levels of Success of an existing reaction of the Target to an Excite Interaction
Subduing an Enemy
- -12/24/40 Passion for 1 Cycle
- -3/7/12 to Target’s Force for next Strike (minimum 1)
- Bane:1/2/3 to Target’s next Resist Check
- Increase the Level of Success and refresh the Duration of an existing Soothe reaction of the Target
- Negate 1/2/3 Levels of Success of an existing reaction of the Target to an Excite Interaction
Affirming an Ally
- +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
- 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 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 of Success and refresh the Duration of an existing Aim reaction of the Target
- Negate 1/2/3 Levels of Success of an existing reaction of the Target to an Aim Interaction
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 of Success and refresh the Duration of an existing Aim reaction of the Target
- Negate 1/2/3 Levels of Success of an existing reaction of the Target to an Aim Interaction