Manipulate individuals or groups over time through carefully planned influence and indirect psychological tactics.
Roll 1d100 + Social Engineering bonus vs DR 100, or
Opposed Roll vs:
On success, you subtly shift an individual’s behavior, stance, or decision over time. This may manifest as:
Social Engineering does not yield immediate obedience but establishes long-term influence through indirect persuasion.
–20 DR if plan aligns with recipient's worldview, needs, or fears
–10 DR if supported by earlier gossip, rumors, or groundwork
-10 / +10 DR If a supportive social/diplomatic skill is used (max. 1 per day)
+10 to +30 DR if target is suspicious, high-ranking, or emotionally guarded
+30 to +40 DR if manipulating someone in power or making them act against their faction
+15 DR if target has previously been manipulated or is expecting manipulation
–10 DR if player has supporting documentation, leverage, or known credibility
-5 DR per day spent preparing (max +50)
You attempt to sway a regional leader to support rebel causes under diplomatic cover:
DR = 100 + 40 (high-ranking, risky) = 140
Roll = 134 → Failure → They suspect your intent and take defensive measures
You slowly build a rapport with a cautious mercenary commander to turn him neutral:
DR = 100 + 20 (guarded figure, indirect contact) = 120
Roll = 121 → Success → He agrees not to interfere in the coming conflict
Social Engineering is not about a single conversation—it’s about orchestrated psychological influence. You operate subtly, sowing seeds of doubt or trust, spreading strategic misinformation, or gently redirecting beliefs and behaviors without overt threats or promises.
It’s a skill of long-term manipulation, perfect for spies, diplomats, rebels, corporate tacticians, or anyone seeking to win control of people through patience rather than confrontation.
Because it can alter the social fabric of a campaign, this skill often complements espionage, diplomacy, propaganda, or infiltration arcs.
Not optimized for sequencing, but a lot of skills can support such as Public Speaking, Bluff, Disguise / Forgery, Glibness, Persuasion etc. - see Modifiers
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