Social Skills

Persuasion (Quick-4)

he action or fact of persuading someone or of being persuaded to do or believe something. This can be through a choice of different mechanism, each of which has slightly different approaches and game mechanics.

  • Fast Talk — This is the skill of talking others into doing things against their better judgment. It is not taught (intentionally, that is) in school; you study it by working as a salesman, confidence man, lawyer, etc. In any situation that calls for a reaction roll, you may make an Influence roll against Fast-Talk instead. This skill is resisted by the victim’s Quickness. See table below for effect.
  • Negotiation — This is the skill of negotiating, compromising, and getting along with others. You may substitute a Negotiation roll for any reaction roll in a noncombat situation.
    A successful roll also allows you to predict the possible outcome of a course of action when you are negotiating, or to choose the best approach to take. This skill is resisted by the victim’s Mana. See table below for effect.
  • Carousing — This is the skill of socializing, partying, etc. A successful Carousing roll, under the right circumstances, gives you a bonus on a request for aid or information, or just on a general reaction. A failed roll means you made a fool of yourself in some way. This skill is resisted by the victim’s Carousing or Quickness (if the person is trying to not provide information, otherwise it is uncontested). See table below for effect.
  • Merchantry — This is the skill of buying, selling, and trading retail and wholesale goods. It involves bargaining, salesmanship, and an understanding of trade practices. It covers all types of merchandise, but many merchants have an optional specialty in a single class of goods. Make a skill roll to judge the value of any piece of common goods, find out where any commodity is bought and sold, find the local fair market value of any commodity, etc. When two merchants haggle, the GM may settle it with a Quick Contest. The winner adds or subtracts 10% per extra success of fair value, depending on whether he was trying to sell or buy.

Dialog Results Table

Winner’s Extra Ss Effect Fast Talk Time Frame Negotiation Time Frame
0 Status quo
1 Barely agreed. Re-roll against the attacker’s original role to remain committed to the agreement. 1 Hour 1 Day
2 Minor agreement. Re-roll against the attacker’s original role to remain committed to the agreement. 2 Hours 2 Days
3 Basic agreement. Re-roll against the attacker’s original role to remain committed to the agreement. 4 hours 3 days
4 Strong agreement. Re-roll against the attacker’s original role to remain 4 Days
5 Fundamental agreement. Re-roll against the attacker’s original role to remain committed to the agreement. 1 day 5 Days
6 All-on Agreement; no re-roll - -

Street Etiquette

Corp Etiquette

High Society Etiquette

Tribal Etiquette

Matrix Etiquette

Military Etiquette

Government Etiquette

These skills allow someone to understand the etiquette and organization of a group of people.

  • Bribe
  • Courtesy Manners
  • Hygiene
  • Culture Norm Manners

Teaching (Social Skill-4)

This skill pertains to the presentation of material in such a way that another person learns the material being taught. People being taught can only be taught for a number of hours per day equal to their Mana. For every 150 hours of instruction, the teacher rolls thier teaching skill. The teacher’s target number depends on the motivation of the student (See Below). Each success adds 1 character point toward learning that skill. More Detailed Information

  • Early Childhood
  • Elementary
  • Secondary
  • Adult
TN Description
4 Very motivated and willing
5 Normally motivated
6 Unwilling and uncooperative
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Leadership Group

Politics (Social Skill-4)

Politics is the set of activities that are associated with the governance of a country, state or area. It involves making decisions that apply to groups of members and achieving and exercising positions of governance—organized control over a human community.

  • Promoting views
  • Developing Factions
  • Advocating laws
  • International

Military Leadership

Military leadership is the process of influencing others to accomplish the mission by providing purpose, direction, and motivation. Command is the authority a person in the military service lawfully exercises over subordinates by virtue of his rank and assignment or position.

  • Administration
  • Motivation
  • Organization
  • Planning
  • Goal setting

Corporate Leadership

Leadership in business is the capacity of a company's management to set and achieve challenging goals, take fast and decisive action when needed, outperform the competition, and inspire others to perform at the highest level they can.

  • Administration
  • Motivation
  • Organization
  • Planning
  • Goal setting
  • Coaching Skills
  • Business Acumen
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