2.1. Social Box

Whenever a social situation arises, you should turn first to the Social Box on your Character Sheet. This box will list your Social Stats, Social Skills, and Social Abilities.

P1 SocialBox.png


Social Stats

During social situations, the GM may have you roll one of the three Social Stats to determine how well your character performed certain social maneuvers. The Social Stats are named for the role they primarily encompass:

Deception
Insight
Sincerity

At times, you may need to discuss your character's true intentions with the GM in order to decide on what should be rolled. These discussions help to get a deeper picture of your character's motivations. Did your character mean those threats during that intimidation? If so, the GM may expect you to follow through, provided that you failed to intimidate them. Was your character sincere in flirting just now? If so, your character should be hurt if they failed to charm their target.

Sometimes the GM may ask for a Persuasion roll. In these instances, you will roll with your Sincerity Stat if you are telling the truth and your Deception Stat if you are lying without announcing which of the two you are rolling. You will only share the result of your Test with the GM. The targeted character will then roll Insight as a Contest. If the target character meets or beats your Score, the character will not believe you or will be otherwise unconvinced by your words. If the target character fails to beat your role, they will believe you are telling them the truth. If the target is another Player, the GM may offer that Player Experience for playing along, especially if it is somewhat clear to the Player (but not the Player Character) that it is not in their best interest to do so.

Note: Magical Manipulations

Some magic will attempt to instill fear or other emotions through magical means. These spells work through unnatural means and will not use your Social Stats and may require a Save to be resisted.

Note that some of the situations mentioned above also bring the Social Skills into play. Those will be discussed next.

Starting Social Stats

Ask your GM how they want to generate stats. There are two primary methods:


Social Skills

The Social Skills represent more difficult social maneuvers that attempt to sway a target in a more drastic manner. In those instances, the Social Stats will be paired with a Social Skill. The Social Skills are:

Acting, Charm, Diplomacy, Intimidation, Performance, and Language.

When a situation arises where your character is attempting to use one of the above Social Skills, you will be required to roll with a Disadvantage if your character does not have that Social Skill.

Veteran Note: Social Skills are not tied to any one Social Stat. Instead, they are mixed and matched with each Social Stat, though they are often not needed.

Below is the list of each Social Skill and an example of its uses:

Acting
Charm
Diplomacy
Intimidation
Performance
Language

Be aware that most Social Skill rolls will have higher stakes. You will likely face more dire circumstances if you fail, but a success may also lead to greater rewards and longer-term benefits.

GM Note: Use Social Skills sparingly.

For most circumstances, you can simply use a Social Stat to resolve things. Try to reserve the use of Social Skills for situations that require greater skill and consequences.

As an example, if someone has just murdered all but one target, any intimidation attempt on that target would likely not require much skill in Intimidation, and may therefore just use a base Social Stat instead, if you even ask a roll at all.

Performance Types

The blank space following the Performance Skill is for noting which performative skills you are best at. Here is where you will note what instruments you can play or the fact that you are good at sermons or giving psychic readings. There is no core list of what types of performances there are. Rather, you should try to pick one that would be interesting, fun, and fairly niche. Consider what your character might choose at a talent show or if they had to create an attention-grabbing distraction. It should be something they are good at. Discuss your performance ideas with your GM to ensure that it will work well in the world and story you are playing in.

Performance types also do not have to be based on one of the Social Stats, but can instead use one of the Exploration Skills as its main inspiration. For example, an 'acrobatics' or 'dance' performance may be rolled with your Athletics Skill as its Modifier if your character relies more on physicality than inherent charisma.

Known Languages

The blank line after the Language Skill on your Character Sheet is for recording which languages you are fluent in. Unless your GM states otherwise, all Player Characters are fluent in the Common Tongue and one other language of their choice.

All languages (apart from the Common Tongue) are sorted into three Language Families. When adding a language to your Character Sheet, you should also write its Language Family. For example, if you knew the Elvish language, you'd write 'Organic/Elvish'.

When you know a Language, you can speak with anyone else that also knows that Language.

When you don't know a language, you can still attempt to communicate very basic messages, relying on body language and expressions. Each of these simple messages will likely require a Test to be made to determine how well you communicated. Fail the Test and you may receive a bad interpretation. Furthermore, if your language skills don't include a language with the same Language Family, you must make the Test with a Disadvantage.

Below is each of the core Language Families and some of the languages found in each:

Primordial Languages

Primordial Languages are rare languages that pre-date the the second creation (or are descended from such languages.) Attempting to communicate in one of these languages without knowing that exact language may put you at risk of incurring a Status Condition, like becoming Charmed or Frightened. Prolonged exposure could even lead to insanity.

Organic Languages

Organic Languages are languages that are often inherent to the song of creation and often flow and drift, much like nature itself. This makes them difficult to keep up with for non-native speakers.

Mechanical Languages

Mechanical Languages are languages that came to be out of order and logic or were placed or programmed in by a creator. These languages lead to more strict and linear thinking toward a given life goal, (though for some that causality may be flipped. It's hard to say.)

Starting Social Skills

At Level 1 you get:


Social Abilities

Your Social Abilities are tracked at the bottom of the Social box.

Each Social Ability provides provides you with unique ways of expanding your character and connecting with the world around you. When choosing your Social Abilities, try to choose Abilities that represent your character's concept and what goals you have for them.

You will start with 1 Social Ability and will gain a second at Level 7 and a third at Level 14. Social Abilities can be Upgraded through Level Perks.

Social Abilities are found in the Appendix - Social Features.

Next Up: 2.2. Exploration Box