Debate Combat Rules

Not every fight happens with bullets and fists; some happen with ideas and promises. But in the wasteland, every fight, even theoretical ones, can earn a body pile. For those moments when guns won’t cut it and words become the weapon of choice, here are the rules to running a debate in Mutants and Masterminds.

Each character participating in the debate rolls their PRESENCE; this determines initiative order in the debate. On their turn, they select one of the following actions, explain how their character goes about accomplishing it, and roll the relevant skill, stat, or power. Almost anything can be rolled to attempt an action as long as the player gives an explanation as to how it relates to the subject matter and the GM gives their approval; an expertise in Firearms, for instance, can be used to explain why war is a bad idea (with your armory, you are almost guaranteed to lose in a fight), or you can attempt to brandish your Claw power to dissuade someone else from a violent action. If you choose to roll a skill or stat, you simply add your score to the d20 like any other roll; to use a power, add your power’s rank to the d20 result.

Players may choose to simply declare what action they wish to roll without roleplaying, but it is encouraged that they fully speak out their character’s responses; certain NPCs have keywords, which, when invoked, can give a player’s action certain bonuses or penalties. Each NPC has, at minimum, one positive keyword and one negative one; roleplaying your debate is the best way to take advantage of these keywords.

Each subject in a debate is an argument, which scores points based on how well it is presented or how thoroughly it is attacked. Each character (with the exception of player characters) keeps track of how much they support any given argument with these points; the more points, the more that character not only supports, but believes in that course of action. Points are earned and lost through Proposing and Refuting, and the GM keeps track of these points in secret.

On each character’s turn, they can perform one of the following actions:

Propose

You take a proactive stance, advancing an argument already made or putting your own argument onto the table. After making your argument, clarify what statement you are trying to advance and make the relevant roll; your argument will score points based on the roll.

Refute

You take a defensive stance, poking holes and refuting points in an opposing argument. After making your argument, clarify what statement you are trying to refute and make the relevant roll; that argument will lose points based on the roll.

Study

You direct your attention to one of your opponents, trying to read their body language and determine where their thoughts currently lie. Make the relevant roll; on a success, you learn what their current state of mind is. On a high success, you learn one of your target’s keywords or, barring that, the fact that you know all of that character’s keywords.

Review

You take a moment to meditate on you and your opponent’s words, figuring out how to best structure your next arguments. After rolling, you gain a bonus to the next time you attempt to Propose or Refute in the debate, told to you by the GM. This bonus lasts until the end of your next turn; if you wish, you can pass the information on to another party member or ally, transferring the bonus over to them.

Posture

Instead of participating, you perform some feat of competence or skill, attempting to subtly communicate your confidence to the other members of the debate. Make the relevant roll; all party members gain a bonus to their next action based on the result of your roll, told to you by the GM. Party members can choose to pass their bonus onto another NPC if they wish.

Hunt

It wouldn’t be the first time a debate has ended in bloodshed. If your side needs a more… creative advantage, you can attempt to Hunt, skulking by and attempting to spy, steal, or even commit an assassination. Make the relevant roll; should you fail, you will get caught. If you succeed… well, careful what you wish for.

Defend

The best defense is obsessive paranoia. If you suspect someone is committing underhanded tactics in the debate, you can attempt to Defend, prowling in the shadows keeping an eye out for spies and saboteurs. Make the relevant roll; if you score high enough, and if there is someone trying something, you’ll get to catch them at it. Otherwise, you’ll succeed at creating an additional roadblock for any characters attempting to Hunt in the future.

Connect

In positions of enemies and allies, sometimes the best thing to do is to endear yourself to a specific side. When you connect, you do something to reinforce your alliance to a certain group or alliance, thereby granting you a bonus to all actions directed at that specific side for the rest of the debate determined by your relevant roll. Be careful, though; if that group has an outspoken enemy, you’ll gain an equal penalty to all actions directed at that group’s enemy (or enemies, if they have multiple).

Take Stock

You take a breath and a step back, reviewing the points made and reading the air of the room. Make the relevant roll, DC 5; on a success, you learn how many points an argument in the debate has; for every degree of success, you can also choose to learn the point totals for another argument.

Recess

Just because you’re not getting shot at doesn’t mean that things aren’t getting exhausting. Any character can ask for a recess, which is then voted on around the table. If it succeeds, everyone gets a brief ten to fifteen minute break from the debate to rest and recharge… or to enter more private talks behind closed doors.

Close

The debate has to end at some point. At any point, any character can attempt to Close, ending the debate. First, they make the relevant roll to Close; the result is the DC needed to overcome in order to prevent the debate from ending. Then, each character can vote if they, too, wish to stop or if they want to continue. Each person who agrees to end adds +2 to the DC to resist a Close; each person who wishes to continue rolls a Will save vs the DC. Unless at least two successes are rolled against the DC, negotiations are over, any final votes that need to be cast are cast, and the debate ends there.

You can also forfeit your turn and allow anyone at the table to take an extra turn on your initiative order. You can talk amongst yourselves at any time for any length for free.