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== The social circle == Be noted that this is adapted partially from Dogs in the Vineyard. In dogs you have 4 stats, and "traits", which is thrown together into a gigantic poll of dices, and which in turn can be used at any situation fitting the 4 stats or any trait. In Enko the Dogs system is only used for social interaction. Basically when creating a character you must decide if you want your character to be heavy at social interaction, or at combat. You can also take a pick at a easy way out and be average in both. But lets get back to the social interaction: * You have 3 stats: **Common sense, rolled whenever there is a dire need for reality **Elegance, rolled whenever there is a need to be charismatic or smooth(Dancing?) **Manipulation, rolled whenever there is a need to get A to go to B * Blackmailing would for instance be rolled with Manipulation and Common Sense * General and persuasion would be rolled with Common Sense and Elegance * Elegance and Manipulation is the main mode of seduction or "sex appeal" if you will. * But in general only the stat fitting with the situation will be rolled. * And you have traits. ** A trait is something your character is good at, or excels at, or find amusing. ** And a higher dice indicates that the trait is more important or amusing. *** You may for instance assign a high dice to something your character really sucks at, because it is more amusing. Such as being a klutz, or being nearsighted * Dogs has traits being made up on follow ups. The same will hold true in Enko, but as the character is a lot younger in a more progressive society the buildups will likely not be as long ** Example: *** My character is a good shot *** I was trained by my brother *** I endured many harsh nights hunting with my brother *** Etc * You also have your social relationships. Whenever you are involved in something which involves your social relationship, you get a bunch of free dices ** For instance, you get a large dice whenever there is something related to the club your character is involved in ** And you get a free dice whenever dealing with family members Example: * You start "the battle/engagement/scene" by rolling ALL the appropriate dices(both GM and player, or player vs player). * Lets say the scene is to buy a ice cream. I guess that all the Elegance dices should be rolled? ** So both parties involved rolls all their elegance dices ** Whoever has the highest pair of dices starts the battle/scene *** If I have 5 3 2 and you have 4 3 2 I have the highest dice. 5+3= 8 > 4+3=7. So I start. * Both also keep their rolled dices, leave them be in their current position. ** And lets not forget the traits! All traits that seems appropriate must be rolled too, for instance that your character is nervous or shy, or that she has fast fingers, or similar. So long they can be justified for the situation. They will be added to your poll of dices. **And please leave all the rolled traits in their rolled position, alongside your already rolled stats. They are about to get useful. *First note of major importance: ** You may only use 1 trait or 1 relationship dice each turn. Which means you may use how many stat dices you need to react to a attack, but you can only use 1 of the other kind of dice. You are not forced to use a trait or a relationship die, but you can only use 1 per action. * So whoever starts will have to do the first attack, or "Raise". ** Then the second player must "See", this is basically the characters reaction to the attack or situation. *** The player must overcome this dices total value, and the amount of dices needed defines the outcome. You MUST overcome the total value. **** If you only needed 1 dice to overcome the value, this counts as a "Turning the blow", which basically means something awesome happened. Turning means that you keep the rolled dice in the following Raise. **** Failing that, the ideal is to use only 2 dices. That means nothing happens. **** And failing that, and using 3 or more dices results in something called "Taking the blow", which means all these dices will be counted as "Fallout dices". Put them somewhere, they won't matter until the scene is over. But they are bad. ** After a successful See, the turn order changed. Whoever attacked must now defend themselves against who they attacked. *** So player 2 who has managed to somehow counter or survive the attack, (s)he now attacks(Raise). **** Lets get back to "Turning the blow", or just needing 1 dice to overcome your opponents 2 dices in the last turn. You may toss alongside another dice to it, or you may declare that "its good enough", and use it directly for the Raise/attack. * So after a few rounds one of the players ran out of dices, for whatever reason. That means he must have used in all his stat related dices, all his trait dices, and all his relationship dices. This means that the scene can have ended ** The "winner" is the one who still has dices left, and gets to add a new shiny trait or relationship to their char sheet. *** The "loser" gets to one of their dices reduced to a lower dice. ** However, one of the players may "escalate the situation" to avoid losing. In dogs you went from talking to fist fights and then gun totting. In Enko you must find something in the scene that can be influenced if a new stat is brought into play. *** Lets say I was going to get ice cream, but the gods have cursed me, so I stumble over there and barely got to the counter before losing. I may escalate the situation by saying "I attempt to use my sex appeal on the ice cream seller" and bringing the Manipulation dices into play, or I could find some good excuse on why I should use my Common Sense and bring those dices into play. **** Now... why would I not do this? Because escalating could result in having to perform more "Taking the blow(s)", which result in Fallout dices, and escalating results in getting drawn into a more serious situation, and a more serious situation means that the Fallout Dices will hurt your character a lot more. I could get molested! **** Besides, I can't reroll the dice that are already used. My opponent would have a advantage because he also gets access to new dices, but those he has not yet used stays in play/on table. *And after the situation is finally over, the winner gets a shiny new trait or stat, the loser gets one demoted, and we start looking at our fallout dices ** They are re rolled, and their size depends on what situation they was acquired in. ***Currently we may directly adopt dogs: The sizes are d4, d6, d8 and d10. In dogs, the d10 only comes in play when you start shooting after each other. ** If any of them is a 1, you gain addition stat point or shiny trait. ** The highest 2 are combined, and their total value defines how bad what has happened was, or how bad it is going to be. *** In Dogs: 2-4 means that nothing happened. 16-19 means your character is about to die, and 20 is instant death. **** I guess your character can get molested at 14-15, and used in some satanic ritual at 18 (against her will). **** At 19 and 20, the exact same thing as at 15-18 happens, except that the total stigma has gotten to the point where the character will attempt to perform a suicide. Ask the players if its in their characters interest to save her, otherwise the GM will have to roll situational against her. * Raise = attack/action * See = reaction/dodge/parry * "Turning the Blow" is when you only need 1 dice to overcome the oppositions raise, this is also used in your next raise. Which means that I fucked your shit. * Taking the blow is when you have to use 3 or more dices in order to get a higher or equal number to the opponents raise, and all these dices will turn into Fallout Dices * Fallout Dices are basically the aftereffects of a scene to your character. Did she get molested? Did she scrape her leg? Did she lose social reputation? Did she get permanent mental scars from being embarrassed?
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