Player's Handbook · Chapter 9

Social Combat

Social conflict gets the same seriousness as physical combat. The goal isn't to "win dialogue" — it's to influence another person while dealing with their personality, motives, emotions, leverage, relationships, and resistance.

What the GM weighs

For a meaningful social moment, the GM considers your social + relevant skill + relationship + leverage + emotional state + circumstance. Depending on the situation, other stats matter too:

  • Social — persuasion, charm, intimidation, deception, seduction, negotiation, presence.
  • Heart — empathy, emotional understanding, comforting, building genuine trust.
  • Brains — arguments, strategy, lies, spotting contradictions.
  • Senses — noticing hesitation, discomfort, attraction, lies, fear, hidden reactions.
  • Willpower — resisting pressure, manipulation, intimidation, seduction, emotional coercion.

Relevant skills include Persuasion, Seduction, Intimidation, Deception, Negotiation, Leadership, Etiquette, Politics, Performance, Interrogation, and Streetwise.

NPCs are not locks

A successful social action does not automatically make someone obey. Every NPC has desires, fears, loyalties, boundaries, values, relationships, secrets, and personal goals. Your social ability influences them — it doesn't erase who they are.

  • A Social 10 character can't casually convince a loving parent to murder their child.
  • A brilliant seducer can't force attraction where none exists.
  • A master negotiator can't offer someone something they fundamentally don't want.

What makes persuasion work

Social pressure usually revolves around a few factors: trust (does the NPC believe you?), desire (do they want what you're offering?), fear (are they afraid of refusing?), leverage (what do you know, possess, or control?), relationship (how do they already feel about you?), and risk (what does agreeing cost them?). The stronger these factors are, the easier or harder your persuasion becomes. The same line can work beautifully on one person and fail completely on another.

Consequences cut both ways

Failure changes the relationship: lost trust, anger, suspicion, embarrassment, damaged reputation, exposed lies, jealousy, refusal, retaliation — someone leaving, someone telling others what happened. And success has consequences too: someone may agree but resent it, surrender but remember the humiliation, or forgive without trusting again.

It's not mind control

No social skill overrides free will. High Social means you're extremely persuasive, charming, frightening, seductive, or convincing — it doesn't turn NPCs into puppets. The GM always preserves their personality, history, and agency. You can push, pressure, and persuade; you can't overwrite a person.

Manual updated Sep 11, 2026.