Multiple Actions and Celerity

V20 calls for characters to split their lowest dice pool among all multiple actions. There's an increase in difficulty in addition to this for particularly tricky split actions (e.g., composing a poem while fighting off the undead). We'll use this system instead of the alternate system in V20DA.

Celerity adds extra actions at the end of your current turn but using it for extra actions cancels out the extra Dexterity dice the Discipline normally affords.

Difficulty

Like Mage, no difficulty can rise beyond 9. Should the difficulty rise beyond 9, it is either impossible or the threshold (number of successes needed) increases by one (ST's call). Willpower can be used for automatic successes.

Social Combat

The system for social combat in The Succubus Club: Dead Man's Party is a great one, and I've adapted it for use here. The process is relatively simple:

1. Posturing: Roll Charisma + Etiquette (difficulty 6). Three successes gives the character a point of Favour. A botch grants a point of Disfavour.
2. Initiative: Add your successes on the Posturing roll to your dots in Status (if relevant) to calculate your 'social initiative'.
2. Actions: Favour, Disfavour, Compel, Observe, Withdraw (resisted roll if being contested or undermined).

Read more over at the Social Systems page.