Social Feats


Insightful (1-3):

Prerequisites: PerceptionPerception感知Noticing your surroundings, spotting changes, and picking out details quickly; also insight and intuition. Abbreviated PER in checks. 3, EmpathyEmpathy感受Understanding and sharing other people's feelings and motives. 3

Level 1:

The character gains a feat bonusfeat bonus专长加值A bonus granted by a Feat. equal to this FeatFeat专长A special ability bought with XP or character-creation points.'s level on Empathy rollsroll检定Rolling your dice pool of d10s; each die showing 8 or higher is a success. Written like 'a Dexterity + Stealth roll'..

Level 2:

Once per day, if you are unhappy with the result of an Empathy (Read People) roll, you can reroll it, but you must accept the new result, even if it is worse.

Level 3:

The character gains a 3-point insight bonusinsight bonus洞察加值A bonus from foresight, intuition, or special understanding. to defense.


Inspire (1-3):

Prerequisites: PresencePresence风度Bearing and force of personality; drawing others' attention. Supernaturally, how far one transcends the Natural Essence. Abbreviated PRE in checks. 3, any ExpressionExpression表达A performing art, split into separate sub-skills such as Expression - Oratory. sub-skill at 3

Level 1:

The character gains a feat bonus equal to this Feat's level on Expression rolls.

Level 2:

Allied ReincarnatorsReincarnator轮回者Someone summoned by the Overseer who survived their first Film; the player characters. within the character's sensory rangesensory range敏感范围How far around them a character can notice things. (not including the character) gain a 1 DP morale bonusmorale bonus士气加值A bonus from inspiration or encouragement. on attack rolls.

Level 3:

Once per day, the character can spend an hour making a PREPresence风度Bearing and force of personality; drawing others' attention. Supernaturally, how far one transcends the Natural Essence. Abbreviated PRE in checks. + Expression roll to restore WillpowerWillpower意志力A character's mental reserve, spent to boost rolls or fuel abilities. equal to the roll's successessuccesses成功数The number of dice showing 8 or higher in a roll. x 1 to allied Reincarnators within their sensory range (including themselves). Willpower restored this way is capped at the user's Expression level. In any case, each person can regain Willpower through this Feat at most once per day.


Barfly (1-3):

Prerequisites: SocializeSocialize交际Smooth talking: bargaining, conversation, seduction, rousing, and persuasion. 1, the Gather Information SpecialtySpecialty专业A focus within a Skill that gives a specialty bonus on related rolls.

Level 1:

The character gains a feat bonus equal to this Feat's level on Socialize (Gather Information) rolls.

Level 2:

When the character is in a tavern, nightclub, or similar setting (the STStoryteller主持人The person who runs the game and speaks for the world; ST for short. decides), the total time for the "Gather Information" action is halved.

Level 3:

Once per day, when the character is in a tavern, nightclub, or similar setting, they can roll Socialize (Gather Information) twice and keep the result with more successes.


Honey Trap (2):

Prerequisites: Breathtaking Beauty 2, SubterfugeSubterfuge掩饰Hiding your intentions, deceiving others, and talking your way past them. 3

Level 2:

The character can use PRE instead of MANManipulation操控Influencing others and getting them to do what you want. Abbreviated MAN in checks. as the key AttributeAttribute属性A character's nine basic traits, in three groups: Physical, Mental, and Social. In checks they are written as three-letter abbreviations (STR, DEX, STA, INT, PER, RES, PRE, MAN, COM), as in INT + Computer. for Subterfuge rolls.


Devil's Lawyer (1-3):

Prerequisites: Manipulation 3, Subterfuge 3

Level 1:

The character gains a feat bonus equal to this Feat's level on Subterfuge rolls.

Level 2:

When you make a "hasty Bluff roll" as a full-round actionfull-round action整轮动作A move action and a standard action combined., the untyped penaltyuntyped penalty无名减值A penalty with no type; untyped penalties stack. you take for it is reduced by 3 DP.

Level 3:

Once per day, the character can spend a free actionfree action自由动作An action that takes almost no time, like speaking a few words. and 1 Willpower to make a MAN + Subterfuge (Bluff) roll. If it gets more than 5 successes, note all the successful dice. Until the scenescene场景A continuous stretch of story, such as one fight or one negotiation. changes, you can swap those noted successful dice for failed dice on your later rolls. Dice swapped in this way get no again rolls, you can swap at most 5 at a time, and only on your own rolls. You can swap dice after a roll is finished and you know the action failed, to change the result.

As a special rule, this Feat has no effect on chance diechance die机运骰The single d10 you roll when your pool drops to 0 or less. Only a 10 succeeds, and a 1 is a dramatic failure. rolls or rolls to open your Gene LockGene Lock基因锁A seal on human potential. Opening it grants enormous power in moments of crisis..


Man of a Thousand Faces (1-3):

Prerequisites: IntelligenceIntelligence智力Knowledge, memory, and reasoning. Abbreviated INT in checks. 3, Subterfuge 3

Level 1:

The character gains a 1 DP feat bonus on Subterfuge (Disguise) and Subterfuge (Blend In) rolls.

Level 2:

The character's "Disguise" and "Blend In" actions take half the time.

Level 3:

The character gains 1 extra successextra success附加成功Bonus successes from high Attributes, Skills, and other sources. They only add to a roll that already succeeded. on Subterfuge (Disguise) and Subterfuge (Blend In) rolls.


Hear Me Roar (1-3):

Prerequisite: IntimidationIntimidation胁迫Making others afraid enough to obey, through force or threats. 3

Level 1:

The character gains a feat bonus equal to this Feat's level on Intimidation rolls.

Level 2:

The character can now "Roar" at targets anywhere within their sensory range, though the target must still be able to see them.

Level 3:

All specialty bonusesspecialty bonus专业加值A bonus from a Skill Specialty. the character gets from Intimidation Specialties rise to 3, and they gain 1 extra success on Intimidation (Roar) rolls.


Beast Tamer (1-3):

Prerequisites: Manipulation 3, Animal KenAnimal Ken动物沟通Understanding, training, and getting along with animals. 3

Level 1:

The character gains a feat bonus equal to this Feat's level on Animal Ken rolls.

Level 2:

Animals with Intelligence 3 or lower instinctively take a liking to you: their attitude toward you rises one level, up to Helpful (for attitudes, see the Socialize Skill). But a badly handled interaction can still turn them hostile.

Level 3:

The character can choose one extra person who can freely command all of the character's animal companions. Once per day, the character can change who that is as a free action.


Master of Humor (Not Really) (1-3):

Prerequisites: Manipulation 3, Socialize 3

Level 1:

The character gains a feat bonus equal to this Feat's level on Socialize rolls.

Level 2:

You can spend a free action and 1 Willpower to choose a target within your sensory range. Their next roll gains the DP perfect bonusperfect bonus完美加值A special bonus that stacks with any other bonus. as if they had used Willpower's basic use themselves, and it counts as their having used Willpower's basic use.

Level 3:

You can spend a full-round action and 3 Willpower to choose up to (your Legendary Manipulation + 1) people within 50 meters and make a MAN + Socialize (Negotiation) roll, giving each of them mental bind points equal to the roll's successes. These don't stack, and the targets get a Will saveWill save意志豁免The save against mental and mind-affecting effects.. This is a C-Rank mind-affecting effect.

Special: you only get this Feat's effects when the player actually says a fitting quip or joke in character. The ST decides whether the quip or joke fits.