I made these cards for my Warhammer Campaign (that wrapped up two months ago). I apparently forgot to post them to the web at all. Oops.
I thought about them today because of a thread over in the Fantasy Flight Forums about how to encourage players to actually invest in Social Actions.
So, here's a number of new Social Actions for Warhammer 3rd Edition.
Feel free to use these in your game. None of them have been tested much
at all, because these were made available very late in the campaign, at a
point where the PCs had become very accustomed to solving things
violently. I think I'll just post them here alphabetically:
"A Second Of Doubt" is a Social Action in name only. Really, it's just a way to penalize one NPC's initiative roll, and/or buy your whole party a moment to get into position. There's nothing here that stops you from using it in physical combat, though green side is just a little better in Social encounters than either side is in an actual fight.
"Evil Eye" lies somewhere between Social Action and Hedge Magic. It's a quick way to bury someone in Stress and Shame. It inflicts the Ill-Fortune Condition, which if memory serves correctly can be very potent should the social conflict later devolve into actual physical battle. The double-chaos-star line is rather disastrous, so you need to be very pick about choosing targets with a low Willpower. The action itself uses Willpower, so it may be appealing to characters other than those typically making the social checks in your group.
"Hidden Mean Streak" relies on a variety of Condition cards to do its dirty work. It's for characters that are normally very Charming and noble, but who can unleash unexpected temper when pushed too far. The Reckless and Conservative sides of the card play very differently.
"Holier Than Thou", like "Evil Eye", lets you influence the target with your Willpower, and the Thunderstruck condition softens them up should the situation later devolve into combat. It doesn't deliver quite the beating that "Evil Eye" does, but the downsides of a bad roll aren't nearly as dangerous, either.
"Muse" is unlikely to see much use by PCs, but it was kind of a fun idea to try to model in-game. You'd need a pretty unusual campaign for it to be worth the XP. It's stronger when being used on an NPC, since rarely do you want to Influence a fellow PC. The bonus dice are fairly low, but most of the time you'll also be able to add 1 or 2 Fortune dice for the "Assist" manoeuvre, and they'd certainly stack with this.
"Shift The Blame" lets you redirect trouble so that your rivals go down in your sinking ship. It's actually pretty potent, but requires just the right situation to use. If the social encounter has some mook support for the villain, this is a good way to break them up. And since it's a reaction, it doesn't stop you from engaging in more shenanigans in your own turn as well.
"This Could Get Ugly" is a Strength-based Intimidation check that drains A/C/E from NPCs and breaks up Henchman groups on a good roll. I made it specifically to address the way that the existing Intimidation actions (like "Fear Me") were unlikely to actually reduce the effectiveness of packs of mooks. The majority of the power lies in the comet effects, to make it worth spending your XP on yellow dice in Intimidate.
"Unwanted Attention" is an aggressive use of Charm to "out" someone that's up to no good. It's meant to be a way to apply pressure to suspected villains. It's a contested check against their Skullduggery, so experienced criminals will resist it better than common street thugs or misbehaving noblemen.
The Reaction cards above are just guesses at an appropriate power level, because there's few Social reactions to use as a template or guide.
The normal Social Actions in the above are pretty well balanced against existing Social actions like "Flirt" (not "Inspiring Words" which is arguably over-powered with it's area-effects and low difficulty). I did this big number crunching about the relative value of various effects at a variety of different triggering (1 boon, 2 boons, 1 comet, etc) levels. I wanted cards that were good, but not out of line with most of the official Social actions.
The red sides of the cards are (more often than not) a little "better
on paper" than the green sides to compensate for the green dice
generating better boon/bane results than the red dice do.
I had a few more Social Action ideas I'd sketched out but didn't make
cards for. I just glanced over the text file where I did all the math on
trying to balance them, but I don't feel the others were close enough
to done to be worth sharing here. At the time I'd planned to come back to them later, but today my math notes like daunting and I'm not even GMing the game any more. So, "don't hold your breath" is what I'm saying.
But this did remind me of a whole lot more cards I made (not just for Social Encounters, but mostly NPC-only cards), that I've never posted here. If I find time in the near future, I'll stick them up on the blog.
1 comment:
Social conflict was yet another thing the system tried but didn't really work. The slayer started the campaign with two social action cards. And they never really worked. Basically if you didn't have the characteristics to back it up the cards were basically useless. But if you did have the characteristics to back it up, you really didn't need the cards. Oh well, so many potentially cool ideas that went nowhere.
Erik
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