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Social Skills

Dice rarely need to get involved when characters need to solve problems between one another. Dealing with NPCs isn’t always so easy. Social skills give characters the ability to problem-solve without expending bullets or mana. These skills tend to be linked to the Charisma attribute.

Social skills are intended to be used to complement good role-playing, not replace it. The Social Test should come either at the end of a well-role-played scene to wrap it up, or in place of a social situation that would be less interesting to actually play through to get through it quickly. The gamemaster can provide modifiers on this test based on how well you make your point, or how much bulldrek you’re able to pile up without flinching.

Bigotry in the Sixth World

Even after half a century of living with various metatypes, prejudice is still a factor in social situations. Social, cultural, and racial differences have defined how we act toward one another for all of history. As the world shot into the 21st century, the “us vs. them” dichotomy burst into bright contrast with the return of magic, the rise of technomancy, and most obviously the evolution of metahuman races. As in the past, proponents of prejudice justify their feelings with claims of necessity. Magic users, they say, are uncontrolled menaces that, with one strand of your hair, can murder you from a distance. Technomancers slip unseen through the digital world stealing your wealth and destroying your life. Orks and trolls are monsters of nightmare that know nothing but violence. Elves and dragons seek to rule our planet, making us their slaves. The pre-Awakening prejudices are still not dead, either, just slightly puckered and faded in the presence of a batch of new “others.”

Using Social Skills

At the core of Shadowrun is the idea that the characters are outsiders trying to survive in the shadow of the old boys’ network of corporate suits, elven princes, government interests, wageslaves, street gangs, etc. These kinds of people know who belongs and how to deal with one another. Social skills are your ticket into these social networks. They start when you walk into the room and continue as you interact with other people.

Using Social Influence Skills

Most of the Social skills are used to influence people. The specific test to make is based on the skill you’re using— check out the Social Skill Tests table for specifics. When you’re trying to influence a crowd, the gamemaster will use the leader of that crowd to oppose you, even if you’re not addressing the leader directly. The leader has an “ace in the hole” for this test—the crowd is on his side—so he gets a +2 dice pool bonus. He also gets a limit bonus equal to the number of people backing his side of the Social skill test.

Social Modifiers

Anyone can be swayed, given the right place, right time, and right conditions. Social modifiers represent the conditions that affect your interaction with NPCs. Smells, crowd noise, attire, distractions, and even an NPC’s state of mind can play a factor in the interaction. For example, you’d be hard pressed to convince Mr. Johnson of your professionalism if you show up to the meet in ripped jeans and a blood-spattered longcoat, and that would make your chances of negotiating a better fee for the run kinda harsh. The gamemaster should assess each social situation and apply modifiers as he feels appropriate. Unless otherwise noted, Opposed Test modifiers affect one character or the other. A few modifiers affect both characters.

Social Skills Attribute Can Default Skill Group
Con Charisma Yes Acting
Etiquette Charisma Yes Influence
Impersonation Charisma Yes Acting
Instruction Charisma Yes None
Intimidation Charisma Yes None
Leadership Charisma Yes Influence
Negotiation Charisma Yes Influence
Performance Charisma Yes Acting


Con

Con governs the ability to manipulate or fool an NPC during a social encounter. This skill covers a range of confidence games as well as the principles behind those cons.

Default: Yes
Skill Group: Acting
Specializations: Fast Talking, Seduction

Etiquette

Etiquette represents the level of understanding and awareness of proper social rituals. The skill works as a sort of social version of Sneak, allowing you to move unimpeded through various social situations. Etiquette also serves as a social safety net in case a player botches a social situation in a way a skilled character would not.

Default: Yes
Skill Group: Influence
Specializations: By culture or subculture (Corporate, High Society, Media, Mercenary, Street, Yakuza, etc.)

Etiquette is about blending into the social fabric. Skilled characters can move through a social situation without anyone realizing that they don’t belong. It’s more than knowing the right mores (you could look those up on the Matrix), it’s about trained instinct. You can use Etiquette to ease suspicions, so that people might trust you more than they would an outsider. Make an Etiquette + Charisma [Social] Test against the other person’s Perception + Charisma [Social] Opposed Test. If you get any net hits, they’ll accept you. If you get 3 or more net hits, their attitude toward you will improve, moving up a line on the “NPC’s attitude” section of the Social Modifiers table.

The skill is not meant to replace role-playing, but it can save you from a social blunder that you (the player) make when your character probably wouldn’t have. When this happens, make an Etiquette Test against a threshold equal to the severity of the blunder (set by the gamemaster using the Success Test Thresholds table, p. 45). A successful test means your character recovers from the misstep. When making Etiquette tests with a group of NPCs, use the same rules for influencing groups (Using Social Skills, p. 139).
Etiquette & Glitches
A glitch on an Etiquette Test is treated the same as a social blunder—the temporary annoyance could give you a –2 dice modifier on your next social test. Critical glitches result in major social gaffes that have a lasting effect on the relationship your character has with others—the NPC’s stance towards your character could move one step toward Enemy. This is the stuff of which long-time grudges and major feuds are made, the words of disrespect that set street armies into motion.

Impersonation

Impersonation is the ability to assume the identity of another person, including voice and physical mannerisms. The skill is limited by the physical abilities of the character. A dwarf might be able to impersonate a troll over a commlink, but the illusion shatters when he is face to face with his target.

Default: Yes
Skill Group: Acting
Specializations: By metahuman type (Dwarf, Elf, Human, Ork, Troll)

Instruction

Instruction governs the ability to teach people. The skill level helps determine how comfortable the instructor is delivering new material as well as how complex of a skill may be taught.

Default: Yes
Skill Group: None
Specializations: By Active or Knowledge skill category (Combat, Language, Magical, Academic Knowledge, Street Knowledge, etc.)

From virtual instructors to how-to vids, there are numerous ways to learn skills. There is no substitute, however, for a flesh-and-blood instructor. In order to teach someone a skill, a character must have the skill at Rating 4 or higher. The teacher can only teach up to their own Instruction Rating. Teaching is an Instruction + Charisma [Social] Test. Every hit on the Teaching Test reduces the time for the student to improve their skill by a day (Character Advancement, p. 103). Instruction is also used to teach spells, complex forms, rituals, and various other techniques. The rules for using Instruction are a bit different in these cases and are explained in the appropriate sections of this book.

Intimidation

Intimidation is about creating the impression that you are more menacing than another person in order to get them to do what you want. The skill may be applied multiple ways, from negotiation to interrogation. Intimidation is an Opposed Intimidation + Charisma [Social] Test against the target’s Charisma + Willpower, modified by the appropriate entries on the Social Modifiers Table (p. 140).

Default: Yes
Skill Group: None
Specializations: Interrogation, Mental, Physical, Torture

Leadership

Leadership is the ability to direct and motivate others. It’s like Con, except rather than using deception you’re using a position of authority. This skill is especially helpful in situations where the will of a teammate is shaken or someone is being asked to do something uncomfortable. The Leadership skill is not meant to replace or make up for poor teamwork. When using Leadership make an opposed test Charisma + Leadership. See Using Social Influence Skills, at right, for test modifiers.

Default: Yes
Skill Group: Influence
Specializations: Command, Direct, Inspire, Rally

The Leadership skill is about coaxing, convincing, threatening, or challenging your subordinates, or getting people to accept you as a superior. If you lead people who accept you as their (lone) superior, even temporarily, you can take a Complex Action to make a Simple Leadership + Charisma [Social] Test. How this helps depends on what you choose to do. Command: The target resists with a Leadership + Willpower [Mental] test (with Social Modifiers, p. 140). For every net hit you get, the target accepts you as their leader for 1 Combat Turn. This doesn’t work if you’ve failed on this target before. Direct: Your hits act as a Teamwork Test for one subordinate’s skill or Composure Test that they perform on or before their next Action Phase. Inspire: Your hits act as a Teamwork Test for your subordinates’ Surprise Test for the rest of the Combat Turn. Rally: Your subordinates add 1 to their Initiative Score for every 2 hits you get.

Negotiation

Negotiation governs a character’s ability to apply their charisma, tactics, and knowledge of situational psychology in order to create a better position when making deals.

Default: Yes
Skill Group: Influence
Specializations: Bargaining, Contracts, Diplomacy

Performance

This skill governs the ability to execute a performing art. Performance is to the arts what Artisan is to craft. The performer uses her skill to entertain or even captivate an audience. See Using Performance, p. 141.

Default: Yes
Skill Group: Acting
Specializations: By performance art (Presentation, Acting, Comedy, specific Musical Instrument, etc.)

Performance is a Simple Test with a Social limit—the gamemaster can use your hits to gauge the artistry of your performance. If you’re trying distract a target, or sweep them up in your performance, the generic modifiers on the Social Modifiers Table (p. 140) apply, and your target(s) use their Charisma + Willpower to oppose your test.