Debate Actions (chart)
Action Speed / DV Penalty
Join DebateVaries / -0
Social AttackVaries / -2
Simple Charm6 / -1
Guard3 / 0
Monologue / Study3 / -2
Coordinate Attack5 / -2
Move0 / -0
Dash / Climb / Swim3 / -3
Read Motivation5 / -2
Miscellaneous Action5 / Varies
Inactive3 / Special
Join Debate (varies / -0)

Roll (Wits + Awareness) for all debaters and compare. The player with the most successes sets the reaction count. Everyone else goes (their difference in successes) ticks later, max of 6.

Joining a debate at a later date compares to the set reaction count.

Social Traits (quick)
Trait Use
CharismaUsed for honest social attacks.
ManipulationUsed for attempts to deceive.
AppearanceUsed to determine MDV modifiers.
Social Abilities (what does what)
Ability Notes Speed / Rate
Socialize Not used to attack, but replaces War and Stealth in social situations. Limits dice pools when leading and is used to establish surprise.
Linguistics Modifies the MDV in written attacks.
Investigation Used to interrogate and question a target, either a person or a group. 5 / 2
Performance Oration, dances and theatrics; these attacks target everyone in the audience. 5 / 1
Presence Intimate attacks based on force of personality. Can only be used on a single target (a person or a group). 4 / 2
MDV Calculation (formulas)

PMDV = ([Cha or Man] + [Investigation, Performance or Presence] + Specialty) / 2

DMDV = (Willpower + Integrity + Essence + Specialty) / 2 (round down)


  • 1st Excellency adds roll successes.
  • 2nd Excellency adds paid successes.
  • 3rd Excellency adds ½ Ability to DV.
MDV Modifiers (quick table)
ModifierValue
Action DV Penalties-X
Wound Penalties-X
Onslaught Penalty-X
Coordinated Attack-X
Botched Attack (Last Action)-2
Difference in Appearance-X*
Difference in Linguistics-X*
Difference in Magnitude-X*

SituationalBonus
Contradicts Intimacy+1**
Contradicts Virtue of 3++2**
Contradicts Motivation+3**

* Varies, cannot exceed + or - 3. ** Can also apply as a penalty when supporting behavior. Only use the highest of these modifiers.

Resisting Social Attacks (Willpower)

Spend 1 WP to resist the effects of a successful natural persuasion.

After spending 2 WP in one scene, a character is immune to further persuasion attempts (a different approach could outmaneuver this).

Attack Effects (what changes)
Effect Result
Affecting Intimacies Reduce an Intimacy by one point and/or increase another Intimacy by one point.
Compelling Behavior The target is convinced to spend the rest of the scene doing any one task that does not violate their Motivation.
Breaking Motivation If the target is reduced to 0 temporary Willpower by attacks opposing the motivation and then goes for (Essence + Willpower) days without recovering full Willpower, it is broken. Further social attacks may cause behavior that contradicts the target’s motivation.
Intimacies (rules)

A character cannot have more than (Willpower + Compassion) Intimacies. Excess Intimacies gradually blend away at one per night.

Intimacies have a strength equal to the character’s Conviction.

To deliberately change Intimacies, characters may add or remove one point to the Intimacy per scene spent building or eroding it.

Once the Intimacy reaches Conviction points, it is in effect. An Intimacy lowered to 0 points is removed.

Impossible Orders (free resist)

Orders that a target finds it could not survive are unacceptable orders.

Orders that cannot possibly be followed for obvious reasons are impossible orders.

Both can be resisted without spending any Willpower.

Unnatural Effects (types)
Type Description
CompulsionCreates an intention in the target: “I want to do something.” Can be used to make the target form Intimacies.
EmotionSparks emotion within the target: love, lust, fear, respect, anger, etc.
IllusionCreates a belief that causes the target to accept something as true that is not.
ServitudeBinds someone to a cause. Makes them believe it is worth serving but does not control their actions.
Total ControlTarget’s actions are utterly dictated by the effect. Only one total control effect can be active on a person.
Social Groups (units)

Social Units use the Traits of their leaders, modified by bonuses provided by the unit.

Social Units also have a number of special traits described below.

Trait Meaning
MagnitudeThe size of a social unit. Used to calculate MDV modifiers.
PolicyThe agenda the group shares; similar to Motivation for solo units.
LoyaltyEquals the permanent Willpower of the leader; used for social actions instead of temporary Willpower.
Damaging Social Units (loyalty → magnitude)

If attacks exhaust the Loyalty pool, reduce the Magnitude by one as followers leave. The unit also did not resist the attack (effects apply).

Then refresh the Loyalty pool to the maximum (-1 if the last attack went against the group Policy).

Magnitude (members)
Magnitude Members Equivalent
01Solo
12–10Fang
211–75Scale
376–150Talon
4151–300Wing
5301–650Dragon
6651–1200
71251–2500
82501–5000Legion
95001–10000+1st Age Legion