Author Topic: Social Weapons?  (Read 6861 times)

Offline TheMouse

  • Conversationalist
  • **
  • Posts: 733
    • View Profile
Re: Social Weapons?
« Reply #30 on: January 04, 2011, 04:29:12 PM »
Weapons adding to physical damage is balanced out by the presence of armour. Wearing armour isn't common in our society, but you have the option of wearing armour:n when you know someone is going to smack you with weapon:n.

If you intend to add the social equivalent of weapon:n, you need to also add the option of armour:n. Which gets tricky, because the same things that help in some situations hurt in others.

There is also the fact of smaller stress tracks. Put simply, 1 additional shift of damage means more when you top out at 4 than when you top out at 12. This means that generally social weapon and armour ratings should tend to be lower than physical weapon and armour ratings.

Offline devonapple

  • Posty McPostington
  • ***
  • Posts: 2165
  • Parkour to YOU!
    • View Profile
    • LiveJournal Account
Re: Social Weapons?
« Reply #31 on: January 04, 2011, 04:38:25 PM »
If you intend to add the social equivalent of weapon:n, you need to also add the option of armour:n. Which gets tricky, because the same things that help in some situations hurt in others.

My apologies for omitting that - SoF indeed has a Social armor equivalent called "Reputation," and the weapon aspect is referred to as "Leverage" or something similar.
"Like a voice, like a crack, like a whispering shriek
That echoes on like it’s carpet-bombing feverish white jungles of thought
That I’m positive are not even mine"

Blackout, The Darkest of the Hillside Thickets