Nowhere Land

Social Exchange

Social Exchange is the structured system for navigating negotiations, debates, interrogations, and interpersonal conflicts. It treats social interactions like combat encounters — with Disposition as health, Influence as damage, and Scars as lasting social trauma.

Social Combat Analogy

CombatSocial Exchange
WoundsDisposition (attitude toward you)
DamageInfluence (shift in Disposition)
Physical InjuryScars (social trauma, Umbra depletion)
Attack RollSocial Path Roll (Umbra + Skill vs TN)
DefenseInsight check (to detect lies)

When to Use Social Exchange

Use When

  • • The outcome is uncertain & both results are interesting
  • • The NPC has strong opinions, goals, or resistance
  • • Multiple approaches are possible (logic, emotion, trust, lies)
  • • The consequences matter (alliances, information, betrayal)

Don’t Use For

  • • Simple requests or trivial conversations
  • • When the NPC’s response is obvious
  • • Information the NPC would freely share
  • • Just roleplay those moments

Disposition System

Every NPC has a Disposition toward you on a scale of −5 to +5. This is the universal social currency — used for individual NPCs, domain entities, factions, and bastion relations.

Disposition Scale

ValueStatusDescription
-5HostileWill attack, betray, or sabotage on sight. Negotiation nearly impossible.
-4EnemyActively opposes you. May attack if provoked. Refuses cooperation.
-3AntagonisticDislikes you strongly. Won't help without significant incentive or coercion.
-2UnfriendlySuspicious and unhelpful. Needs convincing for even minor cooperation.
-1WaryCautious but not overtly hostile. Will listen but remains guarded.
0NeutralDefault starting Disposition. No strong feelings. Open to persuasion.
+1FriendlyPositively inclined. Willing to help with reasonable requests.
+2HelpfulLikes you. Will go out of their way to assist. Shares minor secrets.
+3AlliedConsiders you a friend. Will take risks for you. Shares important information.
+4LoyalDevoted to your cause. Will make significant sacrifices. Trusts you implicitly.
+5DevotedWould die for you. Unshakeable loyalty. You've achieved your social goal.

Starting Disposition

  • Default: 0 (Neutral) for most NPCs
  • Reputation: ±1 to ±3 based on reputation, Blessings/Curses, or past actions
  • Context: Enemy factions start at −2 to −4; allied factions at +1 to +3
  • Careers: Some careers (Diplomat, certain backgrounds) modify starting Disposition

The Four Paths of Influence

Each Path is a distinct social approach with its own roll formula, success/failure effects, and risks. The choice of Path shapes how you influence someone — and what happens when it goes wrong.

🧠 Path 1: Persuasion (Logic)

Roll: Umbra + Persuasion vs TN | Approach: Logic, evidence, reason

On Success: Target intellectually agrees but may not feel emotionally invested. Disposition +1 to +2. Becomes Friendly or Helpful but may doubt again if circumstances change.
On Failure: Target rejects argument without resentment. Disposition stays same. You can try again with different evidence.

Risks: Ineffective against emotional/irrational NPCs. Can seem cold if overused. Doesn’t create deep bonds.

🔥 Path 2: Conviction (Passion)

Roll: Umbra + Conviction vs TN | Approach: Passion, rallying cries, force of will

On Success: Target becomes fervent believer or inspired. Disposition +2 to +3. Becomes Allied or even Loyal — but the bond is volatile.
On Failure: Target resents your intensity. Disposition −1 to −2. If perceived as manipulative, they become Antagonistic.

Risks: Alienates moderates. Creates all-or-nothing outcomes. Can escalate to violence. Best for rallying crowds and inspiring action.

💚 Path 3: Sincerity (Trust)

Roll: Umbra + Sincerity vs TN | Approach: Vulnerability, empathy, genuine care

On Success: Target feels seen and valued. Disposition +1 to +3. Deep bond forms (Allied or Loyal). Most stable long-term relationship.
On Failure: Target sees weakness and exploits it, or thinks you’re manipulating.Disposition stays same or −1.

Requires genuine vulnerability. Ineffective against cynical NPCs. If they discover you lied later, Disposition plummets to −3 or worse.

🎭 Path 4: Mendacity (Deception)

Roll: Umbra + Mendacity vs TN | Approach: Lies, bluffs, misdirection, false identities

On Success: Target accepts false premise. Gain access, information, or trust — but fragile. Disposition seems to increase but is based on deception.
On Failure: Target knows you lied. Disposition −2 to −3. On critical failure: Antagonistic. Reputation damage.

Contested by Insight. Builds paranoia. Even if you succeed, they may doubt you later.

The Mendacity–Sincerity Paradox

The One-Way Trust Gate

Once Mendacity has been used on a target,
Sincerity can NEVER be used on that target again.

Lying permanently closes the path of genuine trust. This is irreversible.

Contested Social Rolls

Mendacity vs Insight

When Mendacity is used, the target gets an Insight check to detect the lie. Both rolls are made simultaneously.

Attacker: Umbra + Mendacity vs TN
Defender: Anima + Insight vs separate TN

Example: Interrogation Under Pressure

Mira rolls Umbra + Mendacity (TN 14) = 16 (success).
Cultist rolls Insight (TN 10) = 8 (fail — doesn’t detect the lie).
Result: The lie succeeds. But when it’s discovered later, Disposition drops to −3. Sincerity is permanently blocked with this cultist.

Social Attacks (Tactical System)

Beyond the Four Paths, the DROP system supports tactical social attacks using the same dice mechanics as physical combat. These directly impose effects on enemies.

Social Attack Effects

ActionDifficultyEffect
Make enemy hesitateHard (~20)Target loses their next action
Undermine confidenceModerate–HardImpose Disadvantage on target
Force retreat (Rout)Very Hard (~24–26)Target flees or surrenders

Social Defense TN: Based on Social attribute + defense skills (Self-Control).

Scars & Umbra Depletion

Social Harm Track

Scars are social harm, analogous to Wounds (Forma) and Fractures (Anima). They reduce Umbra and track social destruction.

Scar Capacity: Umbra + 5 (e.g., Umbra 3 → 8 Scars max)

Caused by: Social defeat, betrayal, public humiliation, or rolling 1s on Reached Umbra dice

At −5 Umbra: You’re exiled/outcast — completely socially destroyed.

Reputation & Domain Disposition

Reputation Effects

Reputation modifies starting Disposition by ±1 to ±3:

  • • Past actions and deeds
  • • Domain Blessings/Curses
  • • Faction standing
  • • Career effects (e.g., Infamous: −2 dice on trust rolls with authorities)
  • • Reputation can carry between domains

Domain Disposition (Bastion System)

Bastions track Disposition with each nearby domain separately (−5 to +5):

Domain DispositionEffect
+3 or higherBlessing: +1 Population, +1 Prosperity, or −1 Threat
+4 to +5Blessing becomes permanent
−3 or lowerCurse: −1 Stability, +1 Threat, or −1 Prosperity

Social Skills Reference

Social Skills (Umbra)

SkillFunctionPath
PersuasionConvincing others through logic or charmPersuasion
ConvictionInspiring allies through passionConviction
SincerityBuilding trust through honestySincerity
MendacityDeception, lies, disguise, forgeryMendacity
PerformanceActing, music, oratory
IntimidationCoercing through fearSocial Attack
SubterfugeMisdirection, sleight of hand
Insight ★Reading emotions, sensing motivesDefense vs Mendacity

★ Insight is governed by Anima, not Umbra — it’s the counter-skill to social deception.

Group & Crowd Influence

Crowd Persuasion

Conviction is the designated path for mass influence — rallying crowds, dominating through presence, inspiring action. No separate “mob” subsystem exists; Conviction handles group influence naturally.

  • • The Trickster may set higher TNs for larger or more resistant crowds
  • Morale: Umbra + Conviction tested weekly to prevent morale loss in groups
  • Political Coups: Social Exchange can resolve large-scale faction conflicts

Supernatural Social Effects

Taint & Disposition

Certain magical powers impose permanent social penalties:

Fire magic (10+ uses): Unrecognizable — Disposition −2 with strangers

Soul magic: Eyes turn black — NPCs with Insight sense it — Disposition −3

Worked Example: The Merchant’s Deal

Multi-Round Social Exchange

RoundPathRollResultDisposition
1PersuasionUmbra + Persuasion vs TN 12 → 14Success0 → +1
2ConvictionUmbra + Conviction vs TN 14 → 18Critical!+1 → +3
3Narrative resolutionDeal struck+3 (Allied)

Outcome: Bram secures the exaltation for 300 silver now + 200 silver debt. The merchant becomes both an ally and a creditor — creating a quest hook.

“Words are the only weapon that cuts deeper the second time.”

— The Count, On the Art of Influence