Social combat v1.
[this appears to mirror very closely what was suggested by @Pureferret after a quick look.]
Who goes first?
Have the members of the "discussion" roll a die, add this to their total Manipulation + Resolve ( or if the parties are peaceful, they may choose to flip a coin ). This determines who goes first in debate-initiative.
You can hold this initiative to go at any time in the second round.
You may initiate a surprise attack. (Blind-side them with your intense logic!) Opponent rolls Wits + Composure to not be caught off-guard, can only be first action in debate.
Attacks
Rolls to force the issue: Presence + Empathy, Expression.
Rolls to get them to concede to your point of view casually: Manipulation + Politics, Persuasion, Subterfuge.
Rolls to Threaten into submission: Manipulation + Intimidation.
(Heal your/other ego: Presence + Socialize, just like Int + Medicine)
Zero attack dice rule applies here as well.
Drawing out new evidence in the same turn you speak requires Eidedic Memory.
Equipment
- Support group, +1 for each pair of persons on your side of the argument in debate.
- Proof +2 - +5 (Eye witness account, physical proof)
- Appeal to Emotion - +2 to Presence.
- Appeal to Logic - May use Intelligence in place of Manipulation
- Appeal to Ethics - May use Resolve in place of Presence.
"Circumstantial bonuses"
Drunk -2 - -5
Improper Sleep -3
Previous argument (annoyed) -1
Previous argument (heated!) -2
Previous argument (intense!) -4
Offhand remarks -2 (poorly considered, insulting)
Exposed liar -4
Moral high ground +2
Status (As per Fame)
Fame (As per rule)
Inspiring Looks (As Per rule)
Damage:
- Id(Bashing),
- Superego(Lethal),
- Ego(Aggravated).
Id damage can be healed in a matter of minutes, Superego damage heals in days, Ego damage heals in weeks.
Id attacks attack your lesser nature, specifically your bad habits and vice.
Superego attacks deal with your better habits and Virtues.
Ego damage deals with you as a person
( To address your concerns about removing willpower from players, I suggest only penalizing "aggravated" ranks of willpower damage.)
Defenses
- "Rebuttal" (Debate's dodge) is determined by lowest of Wits or Manipulation.
Resolution
- If someone would be knocked out by the debate, they cannot act against the opponent.
- If someone would be killed (Lethal) by the debate, they see the point they've made and agree ( but don't have to act on it ).
- If someone would have been annihilated (aggravated) by the debate, they act on it listlessly, unsure of their own mind or reasoning powers. This is an earth shattering realization to which they will have to apologize profusely to friends or higher powers.
You can spend willpower on defenses, but as per @Pureferret there may not be a reason for the defender to do so, in character.