2.4. 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:

Deception
Insight
Sincerity

At times, you may need to discuss your character's true intentions with the GM to decide what Social Stat to use. 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 when you fail to intimidate them. Was your character flirting sincerely? If so, your character should feel hurt when they fail 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, they will know which Social Stat you used and possibly find you unconvincing. If the target character fails to beat your Score, they will find you convincing. If the target is another Player, the GM may offer that Player an Experience Point for playing along, especially if it would not be 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.

Starting Social Stats

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


Social Skills

Your Social Skills represent difficult social maneuvers to sway a target in a more drastic manner. The Social Skills are:

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

When a situation arises where your character attempts to use one of the above Social Skills, the GM will ask you to perform a Social Stat Test affected by a Social Skill. If you lack the Social Skill involved, you will need to make the Test with a Disadvantage.

Example: Carol Intimidates a Guard.

Veteran Note: Social Skills are not tied a Social Stat.

When needed, the GM will mix and match Social Skills with each of the three Social Stat. The Social Skill of Acting could pair with Deception, Insight, or Sincerity, depending on the situation.

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 may face more dire circumstances if you fail, but a success may lead to greater rewards or lasting social changes.

GM Note: Use Social Skills sparingly.

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

As an example, if someone has murdered all but one target, any intimidation attempt on that target would not require much skill in Intimidation. In fact, you may not need a Test at all.

Performance Types

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

Performances are not directly based on a Social Stats, and can sometimes use one of the Exploration Skills when performing Tests. For example, an 'acrobatics' or 'dance' performance may use your Athletics Skill as its Modifier if your character relies more on physical prowess than one of the Social Stats.

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) descend from one of three Language Families. When adding a language to your Character Sheet, you should also write its Language Family, as found in the Language List in the Appendix. For example, if you knew the Elvish language, you'd write 'Organic/Elvish' next to your Language Skill.

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 basic messages, relying on body language and expressions. Each idea you express will require a Test to determine how well you communicated the idea. If your language skills don't include at least one language with the same Language Family, you must make the Test with a Disadvantage. Fail the Test and they may misunderstand your intended message.

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

Primordial Languages

Rare languages that pre-date (or descend from languages that pre-date) the material realms. 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: 2.5. Status Boxes and Defenses Box