Socialize
From FFa2Wiki
Income Skill, Social Skill
The Skill to influence, speak to, or entertain groups. The character knows how to speak in a convincing manner. The character is persuasive, and can make Social Attacks upon groups of people. For one-on-one Social Attacks, consult Presence.
Carousing
The character can entertain a number of people equal to five times the character’s Socialize Skill at a time. The character makes a Result Roll after interacting with the group for a Scene. The individuals targeted regain an amount of Essence equal to the Potency of the roll, but also have their Resolve reduced by the Difficulty of the roll against all Social Attacks made by the character for the Scene. Resources may be used to augment this roll.
Intimidation
The character attempts to use intimidation on a group (as per the Presence Skill), being able o affect a number of people equal to five times the character’s Socialize Skill. The character rolls their Socialize skill with the appropriate Attribute as a Passive Roll. Those who are to be targeted may spend 1 Essence to add their Integrity to their Resolve to resist the effect. Each target subtracts their Resolve from the Successes rolled. Each remaining Success causes the target to suffer a +1 Difficulty on all actions which are contrary to the wishes of the character. If the character gains more Successes than the target’s Resolve (in other words rolled twice as many Successes as the target’s Resolve), the target must spend an amount of Essence equal to the character’s Growth, or capitulate and concede to the character’s wishes. This penalty lasts for a Scene. A target who has been intimidated may shake off the effects if they can prove that the character’s threats are hollow. In some cases, this may be as simple as striking out and injuring the character, in other cases, it may be knowing that the target of the character’s threats is safe.
Oration
The character performs a compelling and inspiring speech for an audience, and can target a number of people equal to five times the character’s Socialize Skill. This is a Results Roll which takes a number of minutes equal to the Difficulty. The character rolls Social + Socialize, and any who are approve of the character’s words regain an amount of Essence equal to the Potency of the roll. In addition, those amicable to the character’s goals in the speech gain a number of bonus dice equal to half the Potency on all rolls used to further the goals of the oration for the Scene. Resources may be used with an Oration, indicating the character has seeded the crowd with sympathetic listeners, or have added a lot of bread and circuses to the speech.
Those people present who are opposed or neutral to the speech are unswayed unless the character gains a Potency higher than the listener’s Resolve. Those who wish to actively resist the influence of the oratory may spend 1 Essence to increase their Resolve by their Integrity.
Rumour Monger
The character is capable of creating and manipulating rumours, or can track down rumours and counter them. The character rolls Social + Socialize as a Results Roll and spends a number of hours equal to the Difficulty to create the rumour. The Potency of the rumour is used to determine how effective the rumour is, while the Resolve of the character is used to determine how hard it is to find the character. The character may spend 1 Essence as insurance (see Criminal) to increase their Resolve by the character’s Subterfuge Skill when making this roll. Resources may be used when creating a rumour. A rumour lasts a number of days equal to the Potency before it is naturally quelled.
Finding the source of a rumour is a Passive Roll and requires the character to make a Social + Socialize roll. The Resolve of the rumour monger is subtracted from the Successes rolled. Each Success remaining is used to determine something about the rumour monger. Finding the source of a rumour requires a number of hours equal to the rumour’s Potency. Resources may be used when tracking a rumour.
| Successes | Detail | Example |
| 1 Success: | Location Started | I heard this when I was at... |
| 2 Successes: | Rough Description | There was a tall, thin guy... |
| 3 Successes: | Nationality | He had a Drachen accent... |
| 4 Successes: | A Name | A friend called him Gregor... |
| 5 Successes: | Identification | Said he had a room at Sonja’s. |
To quell a rumour requires a Results Roll using Social + Socialize. The Potency of this roll reduces the Potency of the original rumour. If the Potency is reduced to nothing, the rumour is quashed. The roll will take a number of hours equal to the Difficulty. Resources may be used to help quash a rumour.
Effect of Rumours
When creating the rumour, the character can sacrifice Potency to produce an effect. Sacrificing Potency reduces the effectiveness of the rumour, increasing the rate in which it is naturally quelled. The character can grant a bonus or penalty with the rumour, depending on whether or not the rumour is helpful or hurtful. For each Potency spent, the character can either grant a +1 die bonus or a +1 Difficulty to the use of Social Skills by the target, or to any Skill being used as an Income Skill.
The character can attempt to restrict the target’s influence. By sacrificing Potency, the character can also sacrifice a point of Resources. The victim loses one Resource or one Hireling for each point of Potency and Resources sacrificed. The victim can regain the Hireling when the rumour is quelled, but the Resources are lost. As yet another option, the character can grant the target more hirelings. The character can spend Resources and Potency, granting the target an additional Hireling for each Resource and Potency spent. Again, this remains until the rumour is quelled.
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