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Social Interactions Targeting Elohim

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Social Interactions have rules and related game mechanics, but the true nature of Social Interactions is rooted in storytelling and roleplaying. While the Host is always free to override the rules with they feel the situation warrants doing so, this is especially true of Social Interactions, even Interactions between elohim.

  • Interactions targeting an enemy consider the enemies related Composure

  • Interactions targeting an ally ignore positive Composure values 

  • Self-Targeted Interactions have -2 Adjustments

  • Interactions inside Melee Range have +2 Adjustments

  • Interactions outside 14" have -2 Adjustments

    • Interactions made from outside 14" may also be ruled as ineffective by the Host depending on the circumstances

  • Interactions gain or lose effectiveness depending on the difference in Magnitude between characters

    • Interactions targeting multiple characters combine the Magnitude of the Targets

Social Interactions between elohim can be further defined by whether they are targeting an enemy, ally, or are self-targeting. Social Interactions targeting an enemy or Interactions that are unwelcomed take into account the Target's related Composure. Social Interactions targeting an ally or Interactions that are welcomed ignore positive Composure values, but still apply negative Composure values. Self-Targeted Social Interactions are the same as those targeting an ally, but suffer a 2 Adjustment Penalty. When there is a question about whether an Interaction qualifies as an "ally" or "enemy" Interaction, the Host will ultimately decide the effects and whether or not Composure is applied. 

Social Interactions targeting other elohim are more effective within Melee Range, gaining 2 Adjustments. Social Interactions are less effective when made further than 14" apart. They will either lose 2 Adjustments or may sometimes be ruled altogether ineffective by the Host depending on the circumstances. Self-Targeted Interactions are not modified by Range.

Social Interactions are affected by the relative total Magnitudes of the characters involved. If there are multiple Targets for the Interaction, combine their Magnitudes. If there is any difference in Magnitude, the interacting character gains 1 Adjustment if their Magnitude is higher or receives -1 Adjustment if their Magnitude is lower. If the difference is at least 3, this is changed to a Boon:1 or Bane:1. If the difference is at least 7, this is increased to Boon:2 or Bane:2. Finally, if the difference is at least 12, the modifier is increased to Boon:3 or Bane:3. When a Social Interaction is affecting multiple Targets, each of those Targets can spend Inspiration Tokens or Attribute Perks to affect the Interaction.

a difference of at least: gives this bonus:
any +1 Adjustment or -1 Adjustment
3 Boon:1 or Bane:1
7 Boon:2 or Bane:2
12 Boon:3 or Bane:3


For Interaction targeting enemies, the Host may determine that a Target with inferior Magnitude might be supported if near a character with higher Magnitude and reduce any penalty against them. 

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. The Target has 2 more Magnitude than Herald which cause a negative Adjustment. Herald gets 1 Adjustment to his Social Interaction Roll.

{(Skill) + Composure + Range + Magnitude difference = 1 Adjustment}
{1 + 1 + 0 - 1 = 1}

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

  • 12 or more Passes = Supreme Success; extreme reaction

  • 7-11 Passes = Superb Success; strong reaction

  • 3-6 Passes = Success; moderate reaction

  • 1-2 Passes = Minor Success; minor reaction

  • 0 Passes - 2 Fails = Failure; Absence of any Reaction

  • 3 or more Fails = Supreme Failure; minor to moderate opposing reaction

Below 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/Supreme Success).

Exciting an Ally

  • Restore 3/12/24/40 Passion (inspired, motivated)
    • Supreme Success can also Restore a Defeated ally
  • +1/2/3/5 Action Points to Target’s next Turn
  • +1/3/5/7 to Target’s Force for next Strike that deals damage
  • increase the level and refresh the Duration of an existing positive Excite reaction of the Target
  • remove 1/2/3/4 levels of an existing positive Subdue Interaction from the Target

Exciting an Enemy 

  • 3/12/24/40 Resolve damage (fear, doubt)
  • Target Falters 2/4/6/8 Action Points
  • -1 Adjustment/-2 Adjustments/Bane:1/Bane:2 to Target’s next Strike
  • increase the level and refresh the Duration of an existing negative Excite reaction of the Target
  • remove 1/2/3/4 levels of an existing negative Subdue Interaction from the Target

Soothing an Ally 

  • Restore 3/12/24/40 Resolve (encouraged, rallied)
    • Supreme Success can also Restore a Defeated ally
  • -1 Adjustment/Bane:1/Bane:2/Bane:3 to next Strike vs. the Target 
  • +1 Adjustment/+2 Adjustments/Boon:1/Boon:2 to Target’s next Resist Check 
  • increase the level and refresh the Duration of an existing positive Soothe reaction of the Target
  • remove 1/2/3/4 levels of an existing negative Excite Interaction from the Target

Subduing an Enemy 

  • 3/12/24/40 Passion damage (insignificance, intimidation)
  • -1/3/5/7 to Target’s Force for next Strike that deals damage (minimum 1 Force)
  • -1 Adjustment/-2 Adjustments/Bane:1/Bane:2 to Target’s next Resist Check
  • increase the level and refresh the Duration of an existing negative Subdue reaction of the Target
  • remove 1/2/3/4 levels of an existing positive Excite Interaction from the Target

Affirming an Ally

  • Restore 3/12/24/40 Endurance (galvanized, steeled)
    • Supreme Success can also Restore a Defeated ally
  • -1/2/4/7 Exertion from Target
  • Target Recovers from 2/4/6/8 Falter
  • +1 Adjustment/+2 Adjustments/Boon:1/Boon:2 to next Social Interaction performed by Target
  • -1 Adjustment/2 Adjustments/Bane:1/Bane:2 to next opposing Social Interaction against Target
  • reduce effects of Weakened Status for 1 Cycle: negate the -2 for 1 War Attribute/negate the -2 for 2 War Attributes/negate the -2 for 3 War Attributes/negate Weakened Status (the Host chooses which War Attributes are affected)
  • prolong an existing Social Interaction effect on the Target. The effect will continue at 1/2/3/4 Levels of Success, but cannot exceed the Level of the prolonged effect.  

Affirm an Enemy 

  • -1 Adjustment/Bane:1/Bane:2/Bane:3 to next Social Interaction performed by Target
  • -1 Adjustment/Bane:1/Bane:2/Bane:3 to next friendly Social Interaction on the Target
  • increase effects of Weakened Status for 1 Cycle: give another -2 to 1 War Attribute/give another -2 to 2 War Attributes/give another -2 to 3 War Attributes/give another -2 to all War Attributes (the Host chooses which War Attributes are affected)
  • prolong an existing Social Interaction effect on the Target. The effect will continue at 1/2/3/4 Levels of Success, but cannot exceed the Level of the prolonged effect.  

Aiming an Ally

(For these options, the situation should make sense that the Aiming character is changing or following direction in response to the Influence. It should not be used disingenuously simply to maximize benefit. A character may not perform a Self-Targeted Aim Interaction.)

  • +1/2/3/5 Action Points if cooperating with suggestion on Moving, Striking, Defensive Stance, or Spiritual Effects. (Aiming an enemy to withdraw results in an AP penalty if the elohim tries to advance closer to the influencing character. Think of it like repelling the enemy as opposed to taunting them.)
  • +0/1/2/3 SPP if following singing suggestion
  • increase the level of an existing positive Aim reaction of the Target
  • remove 1/2/3/4 levels of an existing negative Aim Interaction from the Target

Aiming an Enemy

  • -1/2/3/5 Action Points if not cooperating with suggestion on Moving, Striking, Defensive Stance, or Spiritual Effects
  • -0/1/2/3 SPP if not following singing suggestion (Target selection or kind used)
  • increase the level of an existing negative Aim reaction of the Target
  • remove 1/2/3/4 levels of an existing positive Aim Interaction from the Target

If a benefit or penalty takes too long to come into play, the Host may choose that the effect is diminished or removed because the situation has moved on and the momentary encouragement has faded.

Outside of War, Restoring one another happens more slowly and over time. Interactions can only be repeated occasionally with longer intervals between, determined situationally by the Host. Outside of the intense and emotional action of War, discouragements replay, weigh heavy, and linger. Characters can encourage and Restore one another, but it should be done through roleplaying. Roleplaying damaged states and the attempts to pull each other through are an important aspect of the story being told at the table. It should not be allowed for the players to simply state that they take a few moments to encourage one another back to full strength. Not roleplaying these interchanges undermines the "social" in Social Interactions.