Social Rolls

Everyone can agree that we're here to roleplay. Ideally, we wouldn't need social rolls at all and could all just write our characters perfectly every time as the social beasts (or not) that they're meant to be. In reality, that doesn't work out so well. Either we're tired, distracted, or just not as clever as our characters, or two players just cannot agree on any outcome. That's when social rolls come in.

Social rolls are designed to be a guideline.

What does that mean? It means you are not held to the outcomes of social rolls (with a couple of exceptions, but we'll get to those.) If a dice roll says your character should be convinced to jump off a bridge, but there's no way by George that they're going to do that, you don't have to. No hard feelings. We expect people to be adults about this, however.

So why follow social rolls? Well, because it's a solid justification to +request or be nominated for XP. Particularly spectacular moments of such may even earn undetermined other IC benefits. You never know.


So I mentioned before that there are exceptions to this rule. What are those?

Lying and lie detection - If someone requests you make a Subterfuge check because they have caught on that your character is lying, and your character is lying, you must make this check. If the contested Manipulation + Subterfuge vs Wits + Empathy would let them know you are lying, then they know.

Sense Motive/Empathy - If someone requests to make an Empathy check with Wits + Empathy, you may choose to contest this with Composure + Subterfuge. If they win, give them at least something to go on about your character's motives or emotional state. Note: this is only a small hint button.

Intimidating Others - If someone requests to make an Intimidation check with Presence + Intimidation, you may choose to contest with Composure + Intimidation.

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