<Cybercore>

"Every contract is a kill order with the trigger pulled by someone else's mouth."

When The Trigger Is Somebody Else's Choice

Social encounters resolve at conversational pace. The dice tilt toward Espionage-Social and the relationship-based skills; the threat model is reputation, owed favours, and the cost of asking the wrong person the right question. Combat will follow if you fumble it, but the goal of the Social mode is to avoid touching weapons at all.

This pillar is the smallest one in the book today; most of the heavy lifting still lives in the Espionage-Social soft skill. As the Faction system (tracked as GH #11) lands, the Reputation and Factions pages will fill in.

The Pages

  • Reputation, Standing with NPCs and factions. (Stub, pending faction system.)
  • Negotiation; Bargaining, contracts, opposed checks at the table. (Stub.)
  • Deception; Lies, cover identities, social camouflage. (Stub.)
  • Intimidation; Coercion, threats, the silent pressure of a holstered weapon. (Stub.)
  • Factions, Hostile / Unfriendly / Neutral / Friendly / Allies. Drives combat eligibility and trade pricing. (Stub, see GH #11.)
  • Social Encounters; Opposed checks, margin-of-success stacking.

Where Social Borrows From