Social Combat in Scion
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Introduction
Scion, as it stands, has a set of rules that very much emphasises physical challenges with particular focus on combat.
Though puissant mental and social powers exist, there are far fewer rules systems for duels of wits than their are for duels of blades and guns.
In this way, Scion is very similar to 1st Edition Exalted - social challenges tend to be completed in a very loose and fast way which can appeal to the narrativist roleplayer, but can leave players who commit a lot of their characters resources to social skills feeling like they are supporting cast compared to the fighters.
Exalted attempted to fix this by introducing the idea of Social Combat. This is similar to physical combat, but whereas physical combat aims to injure or physically overpower an enemy, social combat focuses on persuasion, intimidation and affecting others' motivations and social agendas.
The rules systems for social combat in Exalted don't translate perfectly into Scion, but this wiki page attempts to do this as much as is possible.
Key Concepts
To engage in social combat, it is necessary to introduce a few concepts that may be new to Scion players.
- Long Ticks
Social Combat is timed in ticks, just like Physical Combat. Of course, while the beats of physical conflict are measured in fractions of seconds, a social interaction takes longer. A tick in social combat is roughly 12 seconds long, so a "social attack" that lasts five ticks actually takes about a minute.
Obviously this means that it is practically impossible to engage in social combat at the same time as physical combat. If a negotiation breaks down, and physical violence commences, then the game shifts straight back into ordinary combat time. If Social Combat that is interrupted by Physical Combat, then the Physical Combat must normally be finished and resolved before Social Combat is able to continue. Of course, if the debaters are lying bloodied or dead on the ground, then this is not always practical.
Particularly ambitious Storytellers may want to equate one combat tick with half a second, so 24 combat ticks equals 1 long tick. Obviously ticks represent a fairly nebulous time quality in reality, changing in length to match the ebb and flow of the situation, but this is a useful abstraction. The main consequence of this time translation is that any action that normally is measured in combat ticks (e.g. using most boons, etc.) can effectively be done instantaneously as a Speed 0 action in Social Combat.
- Social DVs
Just as in ordinary combat, you have a Parry DV and Dodge DV in Social Combat.
The Dodge DV represents your ability to stubbornly resist attempts at social subversion. In social combat, if you use your Dodge DV you are presumed to be trying to ignore what is being said, and defying any attempt to subvert your beliefs through sheer willpower and force of personality alone. Your Dodge DV is equal to your (Charisma plus your Integrity, plus your Legend Rating) halved, with a bonus for Epic Charisma (one dot = +1 DV, two dots = +2 DV, three dots = +4 DV).
The Parry DV represents your ability to counter-argue, verbally intercept and deconstruct opposing arguments. In social combat, if you use your Parry DV you are assumed to be blocking arguments with ideas of your own, turning your opponent's own words against him, and creating cunning counter-arguments. Your Parry DV is equal to your (Wits plus your Presence) halved, with a bonus for Epic Wits (one dot = +1 DV, two dots = +2 DV, three dots = +4 DV).
- Appearance affecting DVs
Finally, sheer force of Appearance can affect debates.
For this calculation, Epic Appearance adds a fixed amount to your Appearance to create an effective Appearance score (one dot Epic Appearance = +1 Effective Appearance, two dots Epic Appearance = +2 Effective Appearance, three dots Epic Appearance = +4 Effective Appearance). For example, if you have Appearance 3 and Epic Appearance 2, then you would have an Effective Appearance of 5 for the purposes of this calculation.
If you are attacking someone with a lower Effective Appearance than you, deduct -1 from their DV for every point of difference.
Don't forget also that Epic Appearance lets you reroll Presence based dice rolls, as described in the Scion: Hero corebook.
This rule may be reversed, at the GM's discretion, in situations where a high Apppearance is detrimental rather than beneficial. For example, if a Scion has a high Appearance and Epic Appearance to represent how fearsome and repulsive he is, then his target would receive bonus DV against seduction attempts. Where the Appearance effects on DV are reversed, the rerolls from Epic Apperance are not applicable either.
DVs refresh each time a Scion acts in social combat, working in the same way as DVs in physical combat. Onslaught penalties apply as normal.
Join Debate
To enter into Social Combat you must take a Join Debate action. This is similar to making a Join Battle check in normal combat, but in this case represents your quickness in finding an opening to enter the debate. This involves reading the social situation rather than the physical, so is based on a Wits + Empathy check.
Aside from operating on long ticks and using Empathy instead of Awareness, the Join Debate action works exactly like Join Battle.
Surprise attacks are possible only if the social assault is entirely unexpected - in most arenas where social combat is conducted, there is no opportunity for this.
Latecomers to a debate make a Join Debate check to see how long they have to wait before making their first action - again this works the same way as latecomers to a combat making a Join Battle check.
Actions in Combat
The following actions from physical combat also apply to social combat, though they are measured in long ticks rather than combat ticks.
- Attack (Speed 5, DV -1) - Uses Charisma or Manipulation, and one of the following abilities: Command, Investigation or Presence. Attacks are explained in more detail below. Note that Appearance is never used directly to attack - looking good may give you a distinct edge, but it isn't a means of attack in itself.
- Multiple Attack (Speed 5, DV -1*) - as in normal combat, you can make multiple attacks off one action, but at a -4 dice penalty for each attack after the first, and with cumulative DV penalties.
- Guard (Speed 3, DV -0) - In this case represents maintaining a state of mental readiness, keeping your guard up socially. Generally this is just "active listening".
- Aim (Speed 3, DV -1) - represents probing for an opening. Don't forget that DV does not refresh after an aim action.
- Co-ordinate attack (Speed 5, DV -1) - This works exactly as it does for physical combats, using Charisma + Command as normal to pull together a group of allies to make a combined social attack. All those making a social attack as part of the co-ordinated attack must be using the same sort of attack (e.g. if one participant is using Charisma + Presence to attack, the others must do the same.)
- Socially Inactive (Speed 3, DV = 0) - This is as the normal Inactive action, and is usually used when the target has been Defeated (see below). If the character has been made actually physically Inactive by some effect (e.g. losing consciousness) then this action is not used, and the target is assumed to have Withdrawn (see below). A Socially Inactive character has social DVs of 0, and can generally do little more than be manipulated and twisted by those around him.
Additionally the following actions are available:
- Quick Attack (Speed 2/3/4, DV -4/-3/-2) - You don't always have to take the time to labor your point. An attack may be made more quickly, but doing so increases your DV penalty. Also, your dice pool is reduced by 3 dice per tick the attack is quickened by (i.e. 9, 6 or 3 dice).
- Relent - (Speed *, DV n/a) This is a special reflexive action that can be taken out of order. The Scion can declares it when someone targets him with a social attack - he does not lose any Willpower from the attack, but is automatically Defeated with regards to that social attack, and suffers the effect of being Defeated in the action description. However, as far as the Social Combat as a whole is concerned, he remains active and can continue acting on his next tick. This action is especially useful for characters who want to conserve their Willpower, and simply want to Withdraw at the next opportunity, or when being persuaded into something they want to do anyway.
- Withdraw - (Speed 1, DV -3) The Scion makes his excuses and exits the debate. He can no longer participate in any way, and must usually physically leave the area, and will no longer be aware of what is going on. If he can still hear the debate, then he is not really out of it.
A GM might allow a character who has left a debate re-enter the area and Join Debate again, perhaps after he has spent some time recovering, but the character must still make a new Join Debate check, as if he were entering the battle as a newcomer.
It should be noted that because a character can Withdraw fairly easily most of the time, its often difficult to fully break down a Scion's will if he doesn't want to talk, though there is always the possibility that an especially skilled debater will take down all social resistance in a single sweep (see the rules for the various attacks below for more on this).
Naturally, there are ways of forcing social interaction - pacing after someone as they walk away from you in the Halls of Symposium is one option, tying someone to a chair is another. Of course, in most circumstances a character can walk away, or failing that, resort to physicality.
Making Attacks
Attacks in Social Combat vary in which dice pool you use, depending on what you are trying to achieve. Likewise, they will have different effects depending on what your goals and intentions are. They are made against the Parry DV or Dodge DV of the target (defender's choice) and succeed if they equal or beat the target's DV.
Many attacks work by draining away a target's temporary willpower. When a target is reduced to 0 Willpower in Social Combat he is said to be Defeated, and immediately suffers the effect of being Defeated described under the attack's description below.
A character that has been Defeated remains in the Social Combat but becomes Socially Inactive and can only take the Socially Inactive action.
A character that somehow regains Willpower (for example through the use of an Ally's Boon or Knack) will cease to be Defeated, and may re-enter the debate from his next tick.
Note that boons are measured in combat ticks rather than the long ticks of social combat. Therefore boons can be used as Speed 0 actions by characters. GMs using the social combat rules may want to limit WP-regaining boons to being used a maximum of once per Debate each.
- Charm (Speed 5, DV -1) (Charisma + Presence): The Scion attempts to get the target on his side, by being friendly and outgoing. He earnestly tries to convince his target that they ought to be friends. After all, friends do things for each other... If he succeeds in his attack, then the target loses Temporary Willpower equal to the Threshold Successes (with 0 Threshold Successes = 1 damage). If he has the Charisma Knack "Charmer" then he can spend 1 Legend Point to increase this loss by +2 Temporary Willpower damage. If the charming Scion scores 5 or more threshold successes over the target's DV, then the target is automatically Defeated. If Charm successfully Defeats an enemy, then the target will consider himself a friend of the charmer for all future interactions. This effect lasts a number of months equal to the Scion's Legend rating, or until negated by another effect. The Charisma Knack "Benefit of the Doubt" allows the Scion to spend 1 Legend Point to add his Epic Charisma Rating to his dice pool for attempts to Charm.
- Persuade (Speed 5, DV -1) (Manipulation + Presence): The Scion appeals to his target, trying to convince him to do as he asks. If he succeeds in his attack, then the target loses Temporary Willpower equal to the Threshold Successes (with 0 Threshold Successes = 1 damage). If he has the Manipulation Knack "God's Honest" then increase this loss by +2 Temporary Willpower damage, at cost of 1 Legend Point. If the probing Scion scores 5 or more threshold successes over the target's DV, then the target is automatically Defeated. If Persuade successfully Defeats an enemy, then the target will do as he asks, and will likely think that he is doing so of his own free will. This persuasion lasts a maximum of 1 day per Legend rating of the persuading Scion. The Manipulation Knack "Takes One to Know One" adds a defending Scion's Epic Manipulation Rating to Dodge DV and Parry DV versus attempts to persuade him, but costs 1 Legend Point per use.
- Probe (Speed 5, DV -1) (Manipulation + Investigation): The Scion attempts to discover something about his target, by reading his responses and tricking his target into revealing what he knows. If he succeeds in his attack, then the target loses Temporary Willpower equal to the Threshold Successes (with 0 Threshold Successes = 1 damage). If he has the Manipulation Knack "Blurt it Out" then increase this loss by +2 Temporary Willpower damage, at cost of 1 Legend Point. If the probing Scion scores 5 or more threshold successes over the target's DV, then the target is automatically Defeated. If Probe successfully Defeats an enemy, then the target will reveal all he knows on the subject he is being probed on. This effect lasts only till the end of the scene. The Manipulation Knack "Stench of Guilt" adds the Scion's Epic Manipulation Rating to dice pools for all attempts to Probe, at cost of 1 Legend Point per activation.
- Intimidate (Speed 5, DV -1) (Manipulation + Command): The Scion tries to frighten his target with a mix of veiled and blatant threats, with the intention of making his target fear what he is capable of. If he succeeds in his attack, then the target loses Temporary Willpower equal to the Threshold Successes (with 0 Threshold Successes = 1 damage). If the Scion scores 5 or more threshold successes over the target's DV, then the target is automatically Defeated. When Intimidate is used successfully to Defeat an enemy, then the target will be in total fear of the character, and will usually acquiesce to almost any demand. This effect lasts until the target regains at least 1 Willpower point.
- Seduce (Speed 5, DV -1) (Manipulation + Presence): This uses the rules for Persuade, except that hideous Appearance can negatively effect the attempt, as noted in the section above.
Players may also want to consider the following miscellaneous actions:
- Inspirational Figure (Speed 5, DV -1) This represents using the Charisma knack "Inspirational Figure", and restores a WP point to all allies in the social combat. As specified, this can only be used once per debate.
- Blessing of Importance (Speed 1, DV -1) This represents using the Charisma knack "Blessing of Importance", and restores all lost WP points to one ally in the social combat. As specified, this can only be used once per debate. A Scion can use this once in total, not once per ally.
Knacks and Boons in Social Combat
The Knacks Benefit of the Doubt, Blessing of Importance, Inspirational Figure, Blurt it Out, God's Honest, Stench of Guilt and Takes one to know one operate as described above.
The Charisma Knack Never Say Die, the Manipulation Knack Overt Order, and all the listed Appearance Knacks in the Scion rulebook are not used in social combat. Those Knacks are somewhat situational or overwhelming, and outside the subtle workings of social combat.
The Wits Knack Meditative Focus adds your Epic Wits attribute to your Dodge DV when you are taking the Guard action.
The Wits Knack Opening Gambit does not effect Social Combat, though GMs may want to create an alternative Wits Knack that has the same effect for social combat as Opening Gambit does for ordinary combat.
Social Chameleon does not effect social combat - its effect is at once more subtle and more powerful than mere charming.
The Animal Boon Animal Aspect can be used to enhance attributes, as stated, and may have an effect on social combat through this. Don't forget that the enhancement only lasts for one action per LP spent.
The Chaos Boon Paralyzing Confusion is a sledgehammer compared to social combat's scalpel. If used successfully on someone (as an instant Speed 0 action, when measured in long ticks) it will force a target to withdraw from the social combat, as gibberign wrecks can neither contribute to nor be affected by debate. Note though that using this boon is the equivalent in subtlety to stabbing your opposite in the gut...
The Justice Boons lie outside the scope of social combat, and work as written in the corebook.
The War Boons do not apply to social combat. This purview relates to battles of swords and bullets, rather than fencing with words.
Arete functions as written for social combat.
The Cheval Boon Horse allows the Scion to engage in social combat through his ridden proxy, but it is still the Scion, not the horse, who uses his own attributes, and who suffers the Willpower loss and defeat conditions from losing. The only exception to this guideline is Appearance - the Scion must use the Appearance of his Horse rather than his own, and cannot project his own Epic Appearance through his Horse.
The Jotunblut Boons Heroic Endowment and Human Endowment give some advantage to the endowed humans. The endowed gains +3 or +2 respectively to his Dodge DV, to represent the additional stubbornness and irritability in the boon descriptions. However, because of the same irritability, the endowed cannot make Charm attempts, or otherwise try to personable or friendly in social combat.
The Magic Boon Demand a Labor does not use the social combat system - its effect is so powerful that it entirely over-rides social combat.
Finally, if you are using the optional knacks described elsewhere in this wiki, they have the following effects:
- Speak Without Interruption (Charisma Knack, 1LP per use) - Prevents target from using Parry DV when you make Charisma based social attacks, unless they opt to spend 1 WP point to overcome the effect.
- Bait into Response (Manipulation Knack, 1LP per use) - Prevents target from using Dodge DV when you make Manipulation based social attacks, unless they opt to spend 1 WP point to overcome the effect.
- Master of Threats (Manipulation Knack, 1LP per use) - Deals +2WP damage on a successful Intimidate attack.
- Seductive Mien (Manipulation Knack, 1LP per use) - Add your Epic Manipulation stat to your dice pools for seduction attacks.
- Refuge in Logic (Intelligence Knack, 1LP per use) - Once per story restore a number of WP points equal to dots in Epic Intelligence. During social combat, this is an instantaneous action.
- Contempt of the Superior Mind (Intelligence Knack, 1LP per use) - Add your Epic Intelligence stat to your Parry and Dodge DVs in Social Combat, but only when defending against targets with a lower Epic Intelligence than you.
- Riposte and Deconstruct (Wits Knack, 1LP per use) - Add your Epic Wits stat to your Parry DV in Social Combat.
- Detect Insincerity (Perception Knack, no LP cost) - Add your Epic Perception stat to your Parry DV and Dodge DV versus Manipulation-based social attacks.
- Induce Incoherency (Appearance Knack, 1LP per use) - Speed 1, DV -1 action, costs 1 Legend Point When used causes all opposing the Scion to be knocked back 3 ticks in the initiative order in social combat, and unable to use social Parry DV until DV refreshes. Can only be used once per social combat.
Note that when using Boons and Knacks in social combat, any normal cost of activation apply each and every time you use the knack. For example, if you wish to gain the benefit of the Charmer knack (i.e. to add +2 WP damage on a Charm attack), you must spend 1 Legend Point per usage. Note also that Boons and Knacks are activated before making an attack roll, so you must activate knacks like Charmer before you know whether the attack is successful or not. Note also that increasing damage past 5WP by using a Knack (like Charmer) does not result in automatic overwhelming. It is only when you score 5 Threshold Successes that you automatically defeat your opponent, regardless of actual damage.
Birthrights in Social Combat
- Followers can be used to make social attacks independently, and will generally follow the lead of the Scion in what sort of attacks to make. For example, if the Scion is making Intimidate attacks, they will also Intimidate, even if better at Persuade. Followers don't often have strong social stats, though a Scion might choose to recruit followers specifically for social purposes - for example, a gaggle of socialites who are adept at haranguing targets but not much use in a fight. Some followers are entirely unable to participate in social combat by their nature - Spartoi, for example, are supernatural warriors and do not engage in chit-chat, or even have the social wits to join an intimidation attempt. Such followers are immune to social combat, but cannot participate. Finally, if a Scion is defeated, then all his followers will withdraw at the next opportunity. This creates a strategic choice for those assaulting Scions with followers: do they target followers first (likely scoring the 5 successes to straight-out eliminate them quite easily), or do they aim to take out the Scion ringleader and break the whole group at once?
- Creatures, if capable of social combat, operate in the same way as Followers do, but often have the wits and independence to pursue their own social combat strategies. Also, they can continue the fight even if their Scion withdraws.
- Guides can participate as independent characters in their own right, and often have agendas of their own. If a guide is not present, and the character has some means to contact him easily (such as a Relic, or a mobile phone), then the character cannot contact the guide unless he first withdraws from social combat. Doing so can be worthwhile though, as speaking to a guide for 5 minutes immediately after withdrawing allows the Scion to regain a number of Willpower points equal tot he Guide's rating. He can only regain WP points lost from the recent social combat, not from other sources, and can only do this once per social combat. He may then, if he wishes, return to Join Debate once more.
- Relics, aside from being useful for activating Boons, can be used to enhance social combat directly. As with weapons, 1 point-worth of relic can add a +1 bonus to social combat, in one of the following areas: Parry DV, Dodge DV, One attack mode (e.g. Persuade). For example, the Mask of Nox is a fearsome three-dot relic that adds +2 dice to Intimidate attempts, and +1 to Dodge DVs.
Virtues in Social Combat
As normal Scions can channel their virtues to add to appropriate dice pools. This will most often be Expression, though there are creative ways to apply most Virtues.
Also, as noted in the rulebook, a character reduced to 0 WP is subject to Virtue Compulsions and is unable to act in a way counter to any of his Virtues of rating 3 or higher. These compulsions over-ride the outcomes and defeat effects of social combat. For example, a character who is defeated in a persuade attempt to have him destroy a great work of art simply would refuse to do so if his Expression was 3 or higher.
Virtue Compulsions are powerful, and far greater drives than mere social persuasion or intimidation.
The converse side of this is that a character may not use the Relent action if doing so would make him take an action against his Virtues, unless he first fails the necessary Virtue roll as described in the main core book. If he passes the Virtue roll he is prevented from relenting, and must receive the attack as normal.
Note also that Virtue Compulsions apply only when at 0 Willpower, so a cunning opponent might demand that the Scion do things he knows his Virtues will not allow him to, in full knowledge that the Scion cannot tactically relent. Of course, a Scion who feels cornered by these tactics may (and often will) walk away from the conversation, or simply attack.
Willpower points in Social Combat
As noted above, Scions can channel virtue as normal in social combat.
A Scion can also spend 1 WP for an automatic success as normal, but doing so is often somewhat counterproductive.
A Scion can regain WP as stated in the core book. For example, a character with the Autocratnature might regain a WP when he defeats someone else with a Persuade attack. Then again, he might not - as always, WP gains from nature are at the GM's discretion.
One option players in social combats should bear in mind is the opportunity to regain 1 WP on a 2 or 3 dice stunt, instead of regaining Legend Points.
Legend points in Social Combat
Legend points may be spent to reroll or to channel legend as noted in the Scion Hero rulebook.
The defensive do-over option is also available in social combat, but is based on integrity rather than athletics.
Stunts and R-Ping in Social Combat
One of the risks of using a dice-based social combat system is that role-playing can be diminished. To encourage role-playing, the following guidelines are suggested.
- No stunt dice are awarded if the player simply states in mechanical terms what he is goign to do. "I charm him" nets no stunt dice, but the player can still make the attack. Part of the benefit of a dice-based social combat system is that players need not be as relentlessly imaginative and garrulous as their characters are.
- One stunt dice is awarded if the player role-plays out a few sentences of what his character says, or otherwise describes how his character acts. Saying "I pace up and down, stop, lock eyes with the Scion of Ares, and tell him why I think he should be scared of me" is plenty for a one dice stunt.
- Two stunt dice are awarded for cool descriptions or role-playing that use the environment and improve everyone's visualization of the scene. The environment in this case includes what has been said before, so a player can net a 2 dice stunt without having to describe his character smashing the table with his sword. If the role-play is improved, and the players and GM are drawn into what is going on, its a 2 dice stunt.
- Three stunt dice are awarded for great rp and descriptions. If a player makes a short and relevant speech that sends shivers down the spine of the other players, thats a three dice stunt. If the player presents a compelling and complete argument as adeptly as a Scion might have done, thats a three dice stunt too. Three dice stunts should be a true rarity in social combats as in any combat - save them for those really special moments.
Fatebinding and Social Combat
The normal rules for inducing Fatebinding apply in Social Combat. Whenever the Scion channels Legend or uses a Boon to target someone in a Social Combat, there is a chance of Fatebinding.
Characters who are already Fatebound to each other can engage in Social Combat. Often, a mortal's Fatebound role will determine how he acts in Social Combat, and what his agenda is. A successful Social Combat against someone who is Fatebound to you can also potentially change their Fatebound role. For example, if someone is Fatebound to you as a Rival, then defeating them with a Charm social attack can change them so that they become a Steadfast Ally.
Regardless, social combat can only change and rewrite the ties of Fate, not eliminate them. Those Fatebound to you remain Fatebound to you for the duration, even if you change your relationship to them.
Nature and Social Combat
As noted above, acting in accordance with your Nature is a useful way to regain Willpower during a Social Combat.
GMs may also want to introduce the following options:
- Persuading someone to do something against their Nature gives them +2 Dodge DV.
- Persuading someone to do something in line with their Nature gives them -2 Dodge DV.
This can complicate Social Combats however, and relies on more judgment calls being made by the GM. The recommendation of this author is to disregard Nature for the most part: Nature is a far less powerful drive than a Scion's Virtues and Legend, and should be treated as such.
Design Comments
Im response to feedback on these rules, here are some design Q+A.
Q: Why isn't Appearance used in attack rolls? It seems to be less useful.
Appearance conceptually represents your ability to make an impression with your physical presence and bearing. Appearance might represent a particularly lovely voice, but it doesn't reflect the content of your words. The attack roll reflects your character debating, rather than just standing there looking good.
Certainly a higher Appearance gives you an edge, but in debates and socialization, its not as important as what you are saying and how you say it (which is covered by Charisma and Manipulation).
Q: Why is Appearance only affect opponent's DVs and not your own? Why isn't it capped at +3?
In Exalted 2nd Edition, a cap of +3/-3 in both directions was reasonable, as most characters were rated in Appearance from 1 to 5, so to get the maximum bonus you'd need to be an Appearance 5 character taking on an Appearance 2 character.
In Scion, large gaps in effective Appearance are far commoner, and it is appropriate and thematic for those of Epic beauty to be able to blast an opponent's social defence into nothingness. Hence, the three point cap is removed.
With regards to Appearance only aiding attack, this issue on rpg.net at some length, and came to the conclusion that an elegant and game-balanced solution would be to allow DV only to apply only on the attack. After all, many beautiful people are quite easy to manipulate, even while at the same time being good at getting other people to do what they want.
A drop in target DV is nothing to be sniffed at though! Also, don't forget that by having a high Effective Appearance, you will also be mitigating the effect of your opponent's Epic Appearance should they be more beautiful than you.
Q: True, but Epic Appearance still seems weak compared to Epic Charisma or Epic Manipulation.
Maybe it is slightly, but only in Social Combat. In ordinary combat Appearance Knacks are far more valuable, because they work quickly. Also, don't forget that Epic Appearance gives you rerolls on any Presence-based roll, not just Appearance + Presence. This makes epic beauty very useful on Charm, Persuade and Seduce attempts, as it should be.
Q: Isn't Willpower damage equal to threshold successes a little powerful?
Yes it is! But bear in mind that 5 threshold successes is pretty awesome in any circumstance, and in Social Combat you always have the option of the Relent action instead of losing Willpower. This can be done tactically, to ensure that you don't get knocked out of a debate by one roll. If, for example, you are hit with a Probe attack that overwhelms your defenses, but only requires you to surrender a small specific piece of information, then Relent and move on! The best debaters know when to compromise, and when to stand their ground.
Q: What does befriend mean? Does that mean you can get them to obey your orders without question?
Certainly not! Social Combat in Scion is meant to simulate the ebb and flow of ordinary social interaction, but within a more structured environment. You can't mind-control, or cause supernatural influence effects just using social combat. You can't persuade someone to commit suicide (though you could persuade them to contemplate it). Ultimately GM discretion applies - if players are trying to pull tricks like "I persuade him to give me his Relics", then the GM has every right to boost up DV appropriately. Also, don't forget that at any time a character can break out of social combat time into proper combat time, and this aborts the social combat instantly. If someone is asking you to let them sleep with your wife, then don't debate with him... hit him!
Credits
These rules assembled by Asklepios, of rpg.net, based on the Social Combat systems from Exalted 2nd Edition.
Many thanks to my players for helping play-test these rules, and to rpg.net for helping me fine tune them.
