Social
SOCIAL MODIFIERS TABLE
Social Situation Target Number Modifier With respect to the character, the NPC is:
Friendly –2
Neutral +0
Hostile +4
An enemy +6
Suspicious +2
Player’s desired result is:
Advantageous to NPC –2
Of no value to NPC +0
Annoying to NPC +2
Harmful to NPC +4
Disastrous to NPC +6
Etiquette (Charisma)
The Etiquette Skill allows a character to function within a specific subculture without appearing out of place. It also allows the character to recognize prominent figures within the subculture and to have a general idea of their strengths, weaknesses, likes and dislikes. See Etiquette, p. 94.
Default: Charisma Attribute
Specializations: Etiquette is a wide-open skill. Characters can specialize in almost any subculture they can imagine, with the gamemaster’s approval. Examples include Matrix, Corporate, Magical Groups, Tribal or any other groups or subcultures in which a player seems interested. While some players might be content with a general Corporate specialization, others might prefer to specialize even further—in Japanese Corporate Etiquette, for example. In almost all situations, Etiquette specializations apply to a character’s local environment. For example, Etiquette (Gangs) refers to local urban gangs rather than to all gangs in the world. Gamemasters should adjust target numbers accordingly when using Etiquette specializations.
The Etiquette Skill allows a character to fit in. More than just the knowledge of customs, rituals and proper behavior patterns, it represents a character’s ability to talk the talk and walk the walk without stepping on anyone’s toes. Because of the sheer variety of subcultures, social customs and mores in the mid twenty-first century, the Etiquette Skill also encompasses a character’s ingrained ability to feel a situation out, to instinctively know what is proper or what will get the character what he or she wants. Etiquette can be used to put people at ease, convince someone that you belong, manipulate conversations
to get information out of people, judge people’s attitudes and convince people to do or allow something. Unlike Negotiation Skill, which involves giving and taking or otherwise making a deal or exchange, Etiquette involves getting something because you look, act and feel like you belong. When using Etiquette to influence someone, the base target number for the test is the opposing character’s Charisma. Apply appropriate modifiers from the Social Modifiers Table. When using Etiquette against a group of characters, the target number is the Charisma of the leader or the most vocal group member.
Leadership (Charisma)
The Leadership Skill governs a character’s ability to get others to do his bidding through the exercise of example and authority. It includes an aspect of problem-solving, but is not intended to substitute for clear thinking and good planning on the part of the players. The Leadership Skill uses the subject’s Intelligence Attribute as a target number. See Using Charisma- Linked Skills, p. 92, for Leadership Test Modifiers.
Default: Charisma Attribute
Specializations: Political, Military, Commercial, Strategy, Tactics, Morale
the player uses the opposing character’s Intelligence as a target number. If the character is attempting to influence a group of NPCs who have no designated leader, use the average of their ratings. Groups tend to react as a whole, the reluctant members being drawn along by the enthusiastic ones. Alternatively, the gamemaster may appoint a leader or a “ringer in the crowd” and base the success or failure of the endeavor on that character’s reaction to the player character. The base target number for Negotiations or Leadership tests is modified by circumstances according to the Social Modifiers Table, p. 94. Use extra successes as a measure of accomplishment. Judge the exact effects according to the specific circumstance.
In certain circumstances, a character may use the Negotiations Skill to lie or obscure something from another. For example, a character may attempt to use his Fast Talk specialization to talk himself out of a bad situation. In such situations, the gamemaster may wish to have the character make an Open Test. The test result then becomes a target number the gamemaster can use for tests to see if someone notices the lie or misinformation. Gamemasters may wish to make the Open Test roll themselves and keep the result secret, as the character won’t necessarily know how readily others believe him.
Negotiation (Charisma)
The Negotiation Skill governs any interaction in which each side seeks to come out ahead, either through careful and deliberate bartering or through fast talk. It uses the adversary’s Intelligence Attribute as a target number. In some cases, the gamemaster may wish to use this skill to perform an Open Test in order to generate a target number to see if someone notices a lie or half-truth. See Using Charisma-Linked Skills, p. 92, for Negotiation Test modifiers.
Default: Charisma Attribute
Specializations: Bargain, Bribe, Con, Fast Talk
the player uses the opposing character’s Intelligence as a target number. If the character is attempting to influence a group of NPCs who have no designated leader, use the average of their ratings. Groups tend to react as a whole, the reluctant members being drawn along by the enthusiastic ones. Alternatively, the gamemaster may appoint a leader or a “ringer in the crowd” and base the success or failure of the endeavor on that character’s reaction to the player character. The base target number for Negotiations or Leadership tests is modified by circumstances according to the Social Modifiers Table, p. 94. Use extra successes as a measure of accomplishment. Judge the exact effects according to the specific circumstance.
In certain circumstances, a character may use the Negotiations Skill to lie or obscure something from another. For example, a character may attempt to use his Fast Talk specialization to talk himself out of a bad situation. In such situations, the gamemaster may wish to have the character make an Open Test. The test result then becomes a target number the gamemaster can use for tests to see if someone notices the lie or misinformation. Gamemasters may wish to make the Open Test roll themselves and keep the result secret, as the character won’t necessarily know how readily others believe him.
Interrogation (Charisma)
The Interrogation Skill governs the extraction of information from an unwilling subject. This skill uses an Open Test to generate a target number that the victim must meet or exceed using his or her Willpower in order to withstand the interrogation. A character being interrogated who also has this skill can use it as a Complementary Skill for their Willpower Test to resist the interrogation. See Using Charisma-Linked Skills, p. 92, for Interrogation Test modifiers.
Default: Intimidation
Specializations: Verbal, Lie Detector, Voice-Stress Analysis, Torture, Drug-Aided
use Open Tests to generate target numbers for other characters or NPCs. Modifiers are applied to the test result. In the case of Interrogation, the Open Test determines a target number for the character resisting the interrogation. That character must make a Willpower Success Test against the Open Test result to determine how effectively he can keep his mouth shut. Likewise, the Open Test for the Intimidation Skill creates a target number for the person being victimized, who must make a Willpower Success Test to withstand the intimidation. Gamemasters can determine how much information an intimidated or interrogated character will reveal or how much fear they exhibit by the size of the gap between the Willpower Test result and the target number. Specifics are left up to the gamemaster and the situation at hand.
Intimidation/Interrogation Open Test Conditions
Aggressor’s Charisma Rating is 5–6 +1
Aggressor’s Charisma Rating is 7 or higher +2
Control Thoughts/Emotions spell cast on target by aggressor (or teammate) +1 per success
Aggressor is larger/taller than target +1
Aggressor has more than twice target’s Strength +1
Aggressors outnumber the target +2
Aggressor is wearing visible armor, cyberware or weapon +1 or more
Aggressor performs visible magic or superhuman feat +2
Target’s death imminent (gun to head, for example) +2
Target is physically tortured +(GM’s option)
Aggressor has personal item/secret from the target +(GM’s option)
Aggressor has street reputation –Karma Pool
Target has Professional Rating –Rating
Target has “ace in the hole” –2
Target is oblivious to danger –2
Target is intoxicated –1
Target doesn’t think aggressor
“would try something so stupid” –1
Target has superhuman advantages Negate bonuses (+’s)
Target’s Charisma Rating is 5–6 –1
Target’s Charisma Rating is 7 or higher –2
Intimidation (Charisma)
Depending on how you look at it, the Intimidation Skill is either a weaker version of Interrogation or a strong-arm version of the Negotiation Skill. This skill allows a character to make people do what they normally might not, simply out of fear inspired by the character’s in-your-face appearance or behavior. This skill uses an Open Test to generate a target number that the victim must meet or exceed using his or her Willpower in order to withstand the intimidation. A character with the Intimidation Skill can use it as a Complementary Skill for the Willpower Test when being intimidated or interrogated. See Using Charisma- Linked Skills, p. 92, for Intimidation Test modifiers.
Default: Interrogation
Specializations: Physical, Mental
use Open Tests to generate target numbers for other characters or NPCs. Modifiers are applied to the test result. In the case of Interrogation, the Open Test determines a target number for the character resisting the interrogation. That character must make a Willpower Success Test against the Open Test result to determine how effectively he can keep his mouth shut. Likewise, the Open Test for the Intimidation Skill creates a target number for the person being victimized, who must make a Willpower Success Test to withstand the intimidation. Gamemasters can determine how much information an intimidated or interrogated character will reveal or how much fear they exhibit by the size of the gap between the Willpower Test result and the target number. Specifics are left up to the gamemaster and the situation at hand.
Social Situation Target Number Modifier With respect to the character, the NPC is:
Friendly –2
Neutral +0
Hostile +4
An enemy +6
Suspicious +2
Player’s desired result is:
Advantageous to NPC –2
Of no value to NPC +0
Annoying to NPC +2
Harmful to NPC +4
Disastrous to NPC +6
Etiquette (Charisma)
The Etiquette Skill allows a character to function within a specific subculture without appearing out of place. It also allows the character to recognize prominent figures within the subculture and to have a general idea of their strengths, weaknesses, likes and dislikes. See Etiquette, p. 94.
Default: Charisma Attribute
Specializations: Etiquette is a wide-open skill. Characters can specialize in almost any subculture they can imagine, with the gamemaster’s approval. Examples include Matrix, Corporate, Magical Groups, Tribal or any other groups or subcultures in which a player seems interested. While some players might be content with a general Corporate specialization, others might prefer to specialize even further—in Japanese Corporate Etiquette, for example. In almost all situations, Etiquette specializations apply to a character’s local environment. For example, Etiquette (Gangs) refers to local urban gangs rather than to all gangs in the world. Gamemasters should adjust target numbers accordingly when using Etiquette specializations.
The Etiquette Skill allows a character to fit in. More than just the knowledge of customs, rituals and proper behavior patterns, it represents a character’s ability to talk the talk and walk the walk without stepping on anyone’s toes. Because of the sheer variety of subcultures, social customs and mores in the mid twenty-first century, the Etiquette Skill also encompasses a character’s ingrained ability to feel a situation out, to instinctively know what is proper or what will get the character what he or she wants. Etiquette can be used to put people at ease, convince someone that you belong, manipulate conversations
to get information out of people, judge people’s attitudes and convince people to do or allow something. Unlike Negotiation Skill, which involves giving and taking or otherwise making a deal or exchange, Etiquette involves getting something because you look, act and feel like you belong. When using Etiquette to influence someone, the base target number for the test is the opposing character’s Charisma. Apply appropriate modifiers from the Social Modifiers Table. When using Etiquette against a group of characters, the target number is the Charisma of the leader or the most vocal group member.
Leadership (Charisma)
The Leadership Skill governs a character’s ability to get others to do his bidding through the exercise of example and authority. It includes an aspect of problem-solving, but is not intended to substitute for clear thinking and good planning on the part of the players. The Leadership Skill uses the subject’s Intelligence Attribute as a target number. See Using Charisma- Linked Skills, p. 92, for Leadership Test Modifiers.
Default: Charisma Attribute
Specializations: Political, Military, Commercial, Strategy, Tactics, Morale
the player uses the opposing character’s Intelligence as a target number. If the character is attempting to influence a group of NPCs who have no designated leader, use the average of their ratings. Groups tend to react as a whole, the reluctant members being drawn along by the enthusiastic ones. Alternatively, the gamemaster may appoint a leader or a “ringer in the crowd” and base the success or failure of the endeavor on that character’s reaction to the player character. The base target number for Negotiations or Leadership tests is modified by circumstances according to the Social Modifiers Table, p. 94. Use extra successes as a measure of accomplishment. Judge the exact effects according to the specific circumstance.
In certain circumstances, a character may use the Negotiations Skill to lie or obscure something from another. For example, a character may attempt to use his Fast Talk specialization to talk himself out of a bad situation. In such situations, the gamemaster may wish to have the character make an Open Test. The test result then becomes a target number the gamemaster can use for tests to see if someone notices the lie or misinformation. Gamemasters may wish to make the Open Test roll themselves and keep the result secret, as the character won’t necessarily know how readily others believe him.
Negotiation (Charisma)
The Negotiation Skill governs any interaction in which each side seeks to come out ahead, either through careful and deliberate bartering or through fast talk. It uses the adversary’s Intelligence Attribute as a target number. In some cases, the gamemaster may wish to use this skill to perform an Open Test in order to generate a target number to see if someone notices a lie or half-truth. See Using Charisma-Linked Skills, p. 92, for Negotiation Test modifiers.
Default: Charisma Attribute
Specializations: Bargain, Bribe, Con, Fast Talk
the player uses the opposing character’s Intelligence as a target number. If the character is attempting to influence a group of NPCs who have no designated leader, use the average of their ratings. Groups tend to react as a whole, the reluctant members being drawn along by the enthusiastic ones. Alternatively, the gamemaster may appoint a leader or a “ringer in the crowd” and base the success or failure of the endeavor on that character’s reaction to the player character. The base target number for Negotiations or Leadership tests is modified by circumstances according to the Social Modifiers Table, p. 94. Use extra successes as a measure of accomplishment. Judge the exact effects according to the specific circumstance.
In certain circumstances, a character may use the Negotiations Skill to lie or obscure something from another. For example, a character may attempt to use his Fast Talk specialization to talk himself out of a bad situation. In such situations, the gamemaster may wish to have the character make an Open Test. The test result then becomes a target number the gamemaster can use for tests to see if someone notices the lie or misinformation. Gamemasters may wish to make the Open Test roll themselves and keep the result secret, as the character won’t necessarily know how readily others believe him.
Interrogation (Charisma)
The Interrogation Skill governs the extraction of information from an unwilling subject. This skill uses an Open Test to generate a target number that the victim must meet or exceed using his or her Willpower in order to withstand the interrogation. A character being interrogated who also has this skill can use it as a Complementary Skill for their Willpower Test to resist the interrogation. See Using Charisma-Linked Skills, p. 92, for Interrogation Test modifiers.
Default: Intimidation
Specializations: Verbal, Lie Detector, Voice-Stress Analysis, Torture, Drug-Aided
use Open Tests to generate target numbers for other characters or NPCs. Modifiers are applied to the test result. In the case of Interrogation, the Open Test determines a target number for the character resisting the interrogation. That character must make a Willpower Success Test against the Open Test result to determine how effectively he can keep his mouth shut. Likewise, the Open Test for the Intimidation Skill creates a target number for the person being victimized, who must make a Willpower Success Test to withstand the intimidation. Gamemasters can determine how much information an intimidated or interrogated character will reveal or how much fear they exhibit by the size of the gap between the Willpower Test result and the target number. Specifics are left up to the gamemaster and the situation at hand.
Intimidation/Interrogation Open Test Conditions
Aggressor’s Charisma Rating is 5–6 +1
Aggressor’s Charisma Rating is 7 or higher +2
Control Thoughts/Emotions spell cast on target by aggressor (or teammate) +1 per success
Aggressor is larger/taller than target +1
Aggressor has more than twice target’s Strength +1
Aggressors outnumber the target +2
Aggressor is wearing visible armor, cyberware or weapon +1 or more
Aggressor performs visible magic or superhuman feat +2
Target’s death imminent (gun to head, for example) +2
Target is physically tortured +(GM’s option)
Aggressor has personal item/secret from the target +(GM’s option)
Aggressor has street reputation –Karma Pool
Target has Professional Rating –Rating
Target has “ace in the hole” –2
Target is oblivious to danger –2
Target is intoxicated –1
Target doesn’t think aggressor
“would try something so stupid” –1
Target has superhuman advantages Negate bonuses (+’s)
Target’s Charisma Rating is 5–6 –1
Target’s Charisma Rating is 7 or higher –2
Intimidation (Charisma)
Depending on how you look at it, the Intimidation Skill is either a weaker version of Interrogation or a strong-arm version of the Negotiation Skill. This skill allows a character to make people do what they normally might not, simply out of fear inspired by the character’s in-your-face appearance or behavior. This skill uses an Open Test to generate a target number that the victim must meet or exceed using his or her Willpower in order to withstand the intimidation. A character with the Intimidation Skill can use it as a Complementary Skill for the Willpower Test when being intimidated or interrogated. See Using Charisma- Linked Skills, p. 92, for Intimidation Test modifiers.
Default: Interrogation
Specializations: Physical, Mental
use Open Tests to generate target numbers for other characters or NPCs. Modifiers are applied to the test result. In the case of Interrogation, the Open Test determines a target number for the character resisting the interrogation. That character must make a Willpower Success Test against the Open Test result to determine how effectively he can keep his mouth shut. Likewise, the Open Test for the Intimidation Skill creates a target number for the person being victimized, who must make a Willpower Success Test to withstand the intimidation. Gamemasters can determine how much information an intimidated or interrogated character will reveal or how much fear they exhibit by the size of the gap between the Willpower Test result and the target number. Specifics are left up to the gamemaster and the situation at hand.
Instruction (Charisma)
The Instruction Skill allows a character to more efficiently teach something to another character. See Instruction, p. 95.
Default: Charisma Attribute
Specializations: By specific subject.
When teaching someone a skill or a spell or some other subject, a good instructor can improve his or her pupil’s chances of learning, and learning in less time. A character must possess a skill at Rating 3 or higher in order to teach it to another. The instructor must also have the skill at a rating that equals or exceeds the rating the pupil wants to achieve. Teaching requires an Instruction (4) Test. For every two successes achieved in this test, the student receives an additional die for making the test to learn the skill.
The Instruction Skill allows a character to more efficiently teach something to another character. See Instruction, p. 95.
Default: Charisma Attribute
Specializations: By specific subject.
When teaching someone a skill or a spell or some other subject, a good instructor can improve his or her pupil’s chances of learning, and learning in less time. A character must possess a skill at Rating 3 or higher in order to teach it to another. The instructor must also have the skill at a rating that equals or exceeds the rating the pupil wants to achieve. Teaching requires an Instruction (4) Test. For every two successes achieved in this test, the student receives an additional die for making the test to learn the skill.