Social Rolls

This procedure for Social Rolls is a way to generate the general direction of a social encounter, which can then interpreted qualitatively by the players. It isn't about developing or gamifying a full social combat system; it's really a variant on a reaction table. It is equally useful for role-playing heavy groups who like to act out scenes, gameplay heavy groups who like to talk through situations, or solo and Wardenless groups who need a way to generate NPC reactions. This social roll system is built around opposed rolls interpreted on a matrix just like the method used for Surgery.

Declaring Intent

When a player wants to interact with an NPC, they must first declare their intent. Below are some examples of intent.

  • Intimidate somebody into backing down from a fight.

  • Negotiate for information about a mutual friend.

  • Talk their way out of a confrontation with police.

Making a Roll

The player initiating the social encounter with an NPC makes an appropriate Stat Check, and the NPC makes an Instinct Check.

Stats

This procedure does not add any special stats to Mothership. When rolling for a social situation, use an appropriate stat. Below are some examples of which Stats you might use for the situations above. Use your common sense when deciding on the Stat to use.

  • Intimidation = Strength

  • Negotiation = Intellect

  • Fast-Talking = Speed

Skills

Skill bonuses can be applied to Social Rolls if they make sense in the context of the social encounter. Psychology, Rim Wise, and Command, for example, might directly apply to a social encounter. Other Skills could be used if they apply to the subject of the conversation. I even suggest allowing highly social characters to be able to train a Master level Persuasion skill that is not included in Mothership 1e by default. Once again, common sense rules when deciding if any skills apply to a specific situation.

Advantage and Disadvantage

Context and common sense will help you decide if the player or the NPC gain advantage or disadvantage on their Checks. Faction membership, or prior positive or negative encounters, are some things that might give someone advantage or disadvantage. If interacting with an NPC with a Loyalty Stat, as is the case with possible Contractors, you could make a Loyalty Save before the encounter. If the Loyalty Save passes the player gains advantage, and if the Loyalty Save fails, the NPC gains advantage or the player gains disadvantage.

Interpreting the Roll

The results of the opposed check are interpreted as a matrix also like Surgery. The results give you a general idea of the direction of the interaction for the player and the NPC, and it's up to the table to decide exactly what the roll .

PlayerNPC

Critical Success

Critical Success

Success

Success

Failure

Failure

Critical Failure

Critical Failure

This table needs to be interpreted qualitatively. There is not winner or loser in this situation. You have to use the current context of the fiction to decide how to play things out. What does it mean if both the player and the NPC have a critical success? What are the implications if something ends negatively for the player and positively for the NPC?

Example

A Marine in your crew decides to Intimidate a shopkeeper whose contractor personality is 100% "Scared." The Marine is hoping to get a discount on a set of Standard Battle Dress. This gives the Marine [+] on their roll, using their Strength stat. The following example is how you might consider each of the outcomes for this roll.

PlayerNPC

Critical Success Receives the item for free.

Critical Success Marine agrees to offer them protection.

Success Receives a small discount.

Success Marine agrees to leave them alone.

Failure Receives no discount.

Failure Cries in front of the Marine.

Critical Failure Purchase price doubles.

Critical Failure Marine breaks their nose.

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