In the Social System, characters roll Red Attack Dice to try to socially or emotionally manipulate other characters. Defending characters roll Green Defense Dice to try to avoid the manipulation.
Characters can atttempt to emotionally attack other characters by targeting their Flaws, or trick them in some way.
For a successful emotional attack, a target loses 1 Motivation. If they have zero Motivation remaining when attacked, they become Coerced and behave according to the emotinal attack (and will likely gain a Morale Condition). However, there is risk as the NPCs can attack back, potentially causing the player characters to lose precious Motivation
A character can attempt to give another character a boost to their Confidence. The PC makes a Social Attack Roll against the target's Logic as the Difficulty.
A successful attack gives the target 1 temporary point of Confidence.
A character can attempt to bypass or navigate through the rules and regulations of a large organization: the Empire, the New Republic, a huge Corporation or Guild, etc. The Difficulty is roughly based on what level of the Hierarchy the character needs to bypass or circumvent to get what they want:
|
Difficulty Level |
Example |
|
Very Easy (0) |
Bypass an official that is only there to help, such as a government-provided Protocol Droid. |
|
Easy (1) |
Ignore a protocol that is looked down upon by others in the hierarchy, such as Sanitation, Delivery, Food Service. |
|
Intermediate (2) |
Browbeat a low level official, such as a traffic or parking officer. |
|
Challenging (3) |
Bribe a mid-level official, such as a customs or immigration officer. |
|
Hard (4) |
Skirt the regulations related to Security or Law Enforcement. |
|
Very Hard (5) |
Use guile to access a restricted Military base. |
|
Heroic (6) |
Force your way into an active Military operation. |
|
Epic (7) |
Access a very high-level official, such as a senator, governor or Moff |
|
Legendary (8) |
Access the highest level official, such as a prime minister, president, king, queen, emperor or empress. |
The skill for interacting with large groups of people in a positive way.
To improve the Disposition for a group of NPCs, the player character rolls their Charisma + Carousing dice against the difficulty. The difficulty is based on the group member with the worst Disposition.
A successful attack removes 1 Motivation from the target (Group Member with Strongest Disposition's).
If the targets Motivation is zero when they would lose 1, the group's Disposition is improved by 1 level.
Some Elite NPCs may not be affected by this though.
To entertain or distract a group of NPCs, the player character rolls their Charisma + Carousing dice against the difficulty. The difficulty is based on the target's average Disposition.
If the PC gets at least one uncancelled Hit, they entertain or distract the NPCs.
A character's Emotional Control skill is usually used as a defense against an Emotional or Social Attack. When that is the case it is part of a Static Difficulty (for a PC against an NPC).
However, it can also be used to resist effects caused by Monsters, Psychic Powers or Technology. In those cases it is added to an attribute (usually Confidence) and rolled as a dice pool against a difficulty determined by the Gamemaster.
If the character fails, they suffer from the Morale Condition (see below) associated with that attack.
A player character wanting to deceive an NPC using Deception creates a dice pool and rolls it against the target's Insight. If the PC gets at least one uncancelled Hit, they succeed in their deception and have the NPC going along with it for up to 10 minutes. If they fail, the target sees through the deception and the character's disposition worsens by one level (or more, depending on the circumstances).
A character can attempt to say nice things about another character to influence them. The PC makes a Social Attack Roll against the target's Composure as the Difficulty.
A successful attack removes 1 Motivation from the target.
If the target would lose Motivation when they have zero from this, they become Charmed.
A player character can try to determine if an NPC is telling the truth or trying to deceive them using their Perception. The PC rolls Perception + Insight dice against the target NPC's Passive Deception.
If the PC gets at least one uncancelled Hit, they get a sense about whether the NPC is being honest. However, the GM won't tell them the difficulty, so they have to go by the GM's narration. “It seems like he's telling the truth,” or “He seems fidgety, maybe he's lying about something.”
A character can attempt to say mean things to another character to influence them or infuriate them. The PC makes a Social Attack Roll against the target's Composure as the Difficulty.
A successful attack removes 1 Motivation from the target.
If the target would lose Motivation when they have zero, they become Enraged.
A character can attempt to act threatening to another character to influence them. The PC makes a Social Attack Roll against the target's Composure as the Difficulty.
A successful attack removes 1 Motivation from the target.
If the target would lose Motivation when they have zero, they become Frightened.
A character can attempt to make a logical argument to influence another character. The PC makes a Social Attack Roll against the target's Composure as the Difficulty.
A successful attack removes 1 Motivation from the target.
If the target would lose Motivation when they have zero, they agree that the argument is Logical.
This also may involve that character changing their behavior accordingly.
Note that this is distinct from, but similar to Slicing into a Droid's brain to reprogram them.
A character can attempt to make a deal with another character, based on that target's Desires. The PC makes a Social Attack Roll against the target's Composure as the Difficulty.
A successful attack removes 1 Motivation from the target.
If the target would lose Motivation when they have zero, they agree to the Deal.
A character can attempt to Rally a group of characters to their cause, which can be during Combat. The PC makes a Social Attack Roll against the difficulty. The difficulty is based on the group member with the worst Disposition.
A successful attack removes 1 Motivation from the target.
If the target would lose Motivation when they have zero, they are Incited and join the cause.
Since that individual had the worst Disposition, all of the other characters around also likely joined the cause.
The other use for the Rallying skill is to help bolster a group of NPCs and regroup for another attack. This is required when an NPC group's Morale has taken a major hit due to enemy attacks or Monster presence.
The difficulty is based on the level of Fear that the ally NPCs have.
A character can attempt to be kind to another character to influence them. The PC makes a Social Attack Roll against the target's Composure as the Difficulty.
A successful attempt Charms the target.
The character will not attack the target while they are in this condition. The character will also be compelled to do whatever they can to help the target of their infatuation. Inflicted by Carousing, Deception or Charm.
An Elite or Boss can spend 1 Motivation to resist the Seduction.
Becoming Charmed also improves the disposition of the NPC towards the seducer by 1 level.
An NPC's Composure is a combination of a Defensive Attribute (usually Confidence), a Defensive Skill (Emotional Control or Insight), the character's Disposition and their Mood.
However, this total can be halved by the character's Flaw, or doubled by a character's Virtue.
|
NPC Disposition |
Difficulty |
|
Loyal / Befriended |
+1 |
|
Friendly |
+2 |
|
Neutral |
+3 |
|
Antagonistic |
+4 |
|
Hostile |
+5 |
|
Murderous |
+6 |
A player character wanting to improve the disposition of a target NPC Charisma + Charm/Seduction dice against the target's current Composure. If the PC gets at least one success, they succeed with their charm and the target's Disposition improves by 1 level (moves up the table).
If they fail, the target's Disposition gets worse.
Improvements are only temporary, unless the PC backs them up with real benefits, rewards or keeping their word.
Detractions are permanent, once you lose someone's trust, it's hard to get it back.
If an NPC becomes Loyal, they have essentially become Recruited and will follow the orders of the PCs.
There are 6 basic levels of Disposition that an NPC can start out with or be forced into:
|
Roll |
Mood |
Charm / Seduction |
Deception |
Insults |
Intimidation |
|
1 |
Happy |
-2 |
-1 |
+1 |
+1 |
|
2 |
Angry |
+1 |
+2 |
-2 |
+2 |
|
3 |
Sad |
+1 |
+2 |
+1 |
+1 |
|
4 |
Scared |
+1 |
-1 |
+0 |
-2 |
|
5 |
Suspicious |
+2 |
+4 |
+2 |
+2 |
|
6 |
Meh |
+0 |
+0 |
+0 |
+0 |
Morale Conditions are inflicted by Social “Attacks”. These conditions last anywhere from 1 minute (if inflicted during combat) to 1 day (if applied meticulously outside of combat).
|
Condition |
Description |
|
Frightened |
The character cannot approach the thing that scares them, difficulties are treated as +2 when taking actions other than fleeing. Inflicted by Intimidation. Being subjected to more Intimidation (or Fear) effects once already Frightened can result in Stress equal to the number of uncanceled Hits. |
|
Charmed |
The character will not attack the target while they are in this condition. The character will also be compelled to do whatever they can to help the target of their infatuation. Inflicted by Charm or Seduction. |
|
Enraged |
The character will try to attack their enemies every turn. Inflicted by Insults |
|
Bribed |
The character will do the minimum to uphold their end of the bargain. Inflicted by Negotiation. |
Composure can be improved by Morale Bonuses. An NPC gains a +1 Morale Bonus for each of the following circumstances:
If the PC gets at least one success, the NPC is frightened. Additional successes frighten more NPCs. This can have a cascading effect.
There are seven Virtues that provide protection against Social Attacks. Each Virtue essentially doubles the Composure value against a specific Social Attack.
There are seven Flaws that create a vulnerability against Social attacks. Each Flaw halves the Composure value against a specific Social Attack.
A GM can grant a PC 1-3 bonus dice for the player's clever plans or appropriate arguments.
A character can choose how they dress, which can make some social engagements harder and others easier:
The type of outfit the PC is wearing can typically alter a Social difficulty by 1 die bonus / penalty.
Some outfits (such as Noble/Peasant) can alter Social difficulties by 2 dice bonuses / penalties.
A disguise or illusion may make certain Social actions easier, or even gain Focus (convert Focus Results into Hits), since you are trying to appear to be someone else. If the NPC sees through the illusion or disguise (using their Perception + Insight skill), they will likely become less friendly than they were before.
Disguises and Illusions work similarly to the Stealth System:
The PC rolls their Disguise or Illusion Force Power against the NPC's Passive Insight. If they succeed, the NPC is fooled. If they fail, the NPC has a chance to roll their Perception + Insight actively against the PC's in a Contested Roll. If the NPC succeeds, they see through the illusion or disguise.
NPCs often have secrets that can be used against them in a social encounter.
All NPCs have Flaws which can be used strategically against them. If the PC is able to figure out what the Flaw is, they can attempt to attack that Flaw specifically.
Targeting a Flaw dramatically reduces the difficulty for the Social Attack to the target's Composure. This can make an impossible roll possible.
Some NPCs have specific fears which can be targeted with a Social action. This will potentially lower the difficulty by up to 2 levels. However, unless you are trying to help the NPC overcome their fear, and they have given you consent, this will almost always reduce their Disposition to the PC after the initial success.
NPCs all have desires, things that they want to do or be. Helping an NPC achieve their desires can often reduce the difficulty for Social actions by up to 2 levels. Helping an NPC can often permanently change their Disposition towards the PCs.
Also the Desires may be related to an NPC's Avarice (Envy, Greed, or Gluttony), and by knowing them, the character can half the target's Composure Difficulty and use Negotiation effectively.