Green Sun Rising
Conversations are complicated. However, in Exalted’s social influence system, you can simplify verbal fencing to two different actions—Instill and Persuade.
An instill action is used to make someone believe something. Mechanically, this raises or lowers an intimacy in your target by one level, including creating new intimacies or erasing present ones.
To attempt an instill action, the target must have an intimacy of equal or higher level to the one you’re attempting to affect that supports your argument.
To perform an Instill action, you usually roll (Attribute + Debate or Expression.)
To resist an instill action with WP, the target must have an Intimacy of a level of equal or higher level than the Intimacy chosen (or guessed) to support your argument.
The persuade action is used to convince a target, based on existing intimacies, to take a course of action.
When you take a Persuade action, you declare the course of action you wish a target to take, and name an Intimacy the target possesses that supports that action, then roll (Ability + Expression or Debate).
There are three “levels” of tasks that can be requested:
- Inconvenient Task: Characters who have an appropriate Minor or higher Intimacy can be convinced to perform tasks that pose some mild danger or hindrance to them, as long as it is not severe enough to seriously disrupt their life or livelihood. This is accomplished by a successful roll of your social pool against their social defense, and resisted by invoking an appropriate intimacy of equal or higher level, and paying (Overflow/2) WP.
- Serious Task: Characters who have an appropriate Major Intimacy can be convinced to perform even tasks that carry the risk of extreme harm or impediment. However, they will still balk if the risk of death or ruin is almost certain.This is accomplished by a successful roll of your social pool against their social defense, and resisted by invoking an appropriate intimacy of equal or higher level, and paying (Overflow/2) WP.
- Life-Changing Task: Characters who have a Defining Intimacy can be made to do almost anything. Only in cases where death or utter ruin are absolutely, unavoidably certain will they balk, and even then the Storyteller might decide they’re willing to do it despite all odds. This is accomplished by a successful roll of your social pool against their social defense, and resisted by invoking an appropriate intimacy of equal or higher level, and paying (Overflow/2) WP.
Resisting Social Influence:
As with any other contested roll, a character may attempt to resist social influence with nearly any combination of abilities imaginable—including a social attempt of their own. Resisting social influence usually requires a (Resolve) based dice pool.
Failing to contest a social attempt is not the end, however. If your character is deeply opposed to the results of a social attempt, they may pay (Overflow/2) WP to resist the attempt. This is a last result, though—willpower comes back slowly.