Social Feats

Complete social mechanics: seduction protocol, interrogation, credibility, fast-talk, intimidation, oration, and Discipline interaction with social rolls.

Credibility (Lying / Detecting)

Lying: Manipulation + Subterfuge, diff 7 Detecting: Perception + Subterfuge, diff 7 Resisted: both sides roll; net successes determine outcome

The liar and the detector roll simultaneously. The side with more net successes wins. A lie that isn’t detected lands — the listener has no mechanical basis to doubt it.


Fast-Talk

Pool: Manipulation + Subterfuge vs target Willpower, both diff 6 Resisted

Rapid misdirection under time pressure. Used when a slower seduction or sustained persuasion isn’t an option. Works in seconds; duration of the effect is correspondingly brief.


Interrogation

Two variants:

Peaceful (information extraction, no threat):

Manipulation + Empathy vs target Willpower, both diff 6

Build rapport, exploit psychological openings, find the question the target wants to answer.

Violent (physical/psychological coercion):

Manipulation + Intimidation vs target (Stamina + 3) or Willpower — whichever is higher

Each success beyond the target’s total extracts one piece of information. Physical torture costs 1 Health Level per turn. Mental/psychological coercion costs 1 temp Willpower per turn. Exceeding the target’s permanent Willpower with successes = complete capitulation.


Intimidation

Subtle (implied threat):

Manipulation + Intimidation vs target Willpower, diff 6

Menace that deniable in polite company. The target knows what you mean; it can’t be proven.

Blatant (direct threat):

Strength + Intimidation vs target Willpower or Strength + Intimidation — whichever is higher, diff 6

Used when the threat is the entire message. More effective for immediate compliance; less useful for sustained influence.


Oration (Crowd Persuasion)

Pool: Charisma + Leadership, diff 6 (higher for hostile crowds)

Preparation bonus: Make a preparatory speech roll with Intelligence + Expression, diff 7. Success = −1 difficulty on the oration roll itself.

Multiple successes make the message more memorable and durable. Fail the oration: the crowd’s mood sets against you.


Seduction (Three-Roll Protocol)

Seduction requires three sequential rolls. Extra successes on each step carry forward as bonus dice to the next.

StepPoolDifficulty
1 — ApproachAppearance + SubterfugeTarget’s (Wits + 3)
2 — ReparteeWits + SubterfugeTarget’s (Intelligence + 3)
3 — IntimacyCharisma + EmpathyTarget’s (Perception + 3)

Each step’s extra successes add +1 die to the next roll. Failing any step doesn’t automatically end the attempt but eliminates the bonus dice chain.


Performance (Artistic / Emotive)

Pool: Charisma + Performance, diff 7

Each success beyond the first makes the performance more memorable. Exceptional performance (4+ successes) can shift NPC dispositions, trigger Fate Questions, or serve as a Scale moment.


Discipline Interaction with Social

Dominate and Presence rolls use their own listed pools — they do not add to or subtract from the underlying social roll.

NPC disposition (a −5 to +5 track) sets the Fate Chart odds for questions like “does the NPC cooperate?” and “does the NPC believe this?” It does NOT change the difficulty of Discipline rolls. Discipline difficulty is always per the power description.

Solo social resolution: roll the PC’s social pool vs the NPC’s effective difficulty (based on resistance and Quick Score). Failure = the NPC gets what they want. The disposition track determines how far the NPC pushes back narratively — a favorable NPC who wins the roll might still comply reluctantly; a hostile NPC presses hard.


Bearing Modifier (Humanity Effect)

Low Humanity affects social interactions with mortals:

HumanitySocial Bearing Modifier
10−2 difficulty
9–8−1 difficulty
7–4No modifier
3–2+1 difficulty
1+2 difficulty

Characters at Humanity 3 or below register as wrong to mortals — pallid, corpselike features, disturbing stillness. Mechanical penalties compound the narrative alienation.