^
Rising Legends: Social Actions
Social Actions
Social actions provide different ways to use words to push others to behave how you desire. You can use or hide the truth through conversation you allow your characters to handle or through your own roleplay.
Civilized intelligent creatures can normally read and write in Keric as well as languages determined by their Species. Documented languages include Ancient, Angelic, Aquan, Avian, Chitter, Cogan, Demonic, Draconic, Dwarven, Elven, Giantic, Gnomic, Gobin, Keric, Orken, Sylvan, Terran, Trollan.
Social Opinion
Social Opinion is shows how creatures feel about each other. It is rated in Tiers from -4 through 4. Unless your reputation precedes you, most creatures will begin as Indifferent.
  • Tier -4: Murderous
  • Tier -3: Aggressive
  • Tier -2: Unfriendly
  • Tier -1: Dislikes
  • Tier 0: Indifferent
  • Tier 1: Likes
  • Tier 2: Friendly
  • Tier 3: Helpful
  • Tier 4: Loves
Communication (Speech or Gestures - Guile)
To communicate with a creature that cannot otherwise understand you requires a Guile roll, DL 9. The creature attempting to understand you rolls Guile, DL 12 - the amount you exceed your DL by. This can make use of speech and gestures.
Hidden Message
When attempting to pass secret information within your words or gestures, reduce each DL by 3.
Deceive (Speech - Guile attacks Guile)
Convince each creature that can hear you that what you say in not deceitful. Creatures may gain a bonus to their defense based on the deception. The more unbelievable, the higher the bonus, from 1 for anything more than simply slightly concealing the truth through 6 to be convince a king his castle is under attack by silent, invisible dragons. Each defender also applies their Social Opinion Tier of you as a penalty to their defense.
Creatures who hate you end up gaining a bonus on their defense by applying a negative Tier as a penalty.
Identify Behavior (Minor - Guile)
Identify if a creature is acting out of character or behaving oddly, such as while trying to pass a secret message, DL 12. The Soulweaver may reduce the DL any amount based on how extreme the behavior is. If you are familiar with the creature, you can use this without any action cost each time the creature behaves oddly.
Mimic (Speech and Movement - Guile attacks Observe)
Mimic allows you to modify your voice and behavior to copy that of another creature, or simply not be like yourself. Each time you interact with a creature, they have a chance to see through your act. You can attempt to replicate a specific voice or behavior that you have had at least 10 minutes to examine.
You can change tone, accent, gender, and species type of your voice. You can change your mannerisms, posture, expressions, and gait of your behavior. The DL for either roll is 3 x the number of features you change. The Soulweaver may grant a bonus on defense up to 6 if the listener is familiar with the creature you mimic.
Social Encounters
Social Encounters can change how people feel or allow you to make a request of a creature through conversation. The conversation is represented through a series of Influence rolls that are affected by Social Opinion and the risk and rewards the creatures face. At the beginning of each encounter, determine a Tier of risk and reward for the creature.
Risk Tier Examples
  • Tier 0: No Risk.
  • Tier 1: Reprimanded if caught.
  • Tier 2: Minor financial loss.
  • Tier 3: Trouble with loved ones or hurt reputation.
  • Tier 4: Minor injury or trouble with employer or law.
  • Tier 5: Significant injury or financial loss.
  • Tier 6: Death.
Reward Tier Examples
  • Tier 0: No Reward.
  • Tier 1: Small financial gain.
  • Tier 2: Small boost to reputation.
  • Tier 3: Significant financial or boost to reputation.
  • Tier 4: Protecting themselves or someone they care about from minor problems.
  • Tier 5: Protecting from greater problems or harm.
  • Tier 6: Granting their greatest dreams.
Influence (1 Minute - Poise, Guile, or Zeal)
Influence begins a Social Encounter with a creature that can hear and understand you. If their risk is greater than the reward, they have Reduction to damage from Influence equal to the Tier difference. If the reward is greater than the risk, gain a bonus on damage from Influence equal to the Tier difference.
Using Influence costs 10 words each round but does not prevent you from moving or using other actions.
Intent
As you begin an Influence, choose your intent.
  • Change Opinion: Cause the creature to increase or decrease their opinion of an identified creature or group by 1 Tier. A creature will not change their opinion of a specific creature or group more than once per day in this way.
  • Make Request: Cause the creature to perform a task.
Reasoning
As the Influence begins, each participant chooses what Skill to roll to represent their method of argument.
  • Poise: Reason and logic
  • Guile: Manipulation and deception
  • Zeal: Passion and conviction
Being Influenced
Each time you are the subject of Influence, you have 3 options of how to respond.
  • Counter: Attempt to Influence the other creature before they Influence you. Choose an intent just like beginning an Influence.
  • Resist: Attempt to allow the creature to tire themselves out. Have Resolve Reduction equal to your Poise Tier during the Social Encounter.
  • Ignore: Ignore the Influence, ending the action immediately. Most creatures will not take kindly to this, and it may provoke attacks or other repercussions.
Resolution
Each participant that chose an intent pays 1 Resolve. Then, each participant rolls their chosen Skill modified by their Social Opinion Tier the creature has towards them. On success, deal damage to Resolve equal to your Charisma Skill Tiers.
If either participant has an empty Resolve Pool, the Social Encounter ends and they are subjected to the intent of the remaining creature. If both participants have an empty Resolve Pool, no intent occurs. Resolve potential consumed from the Social Encounter is restored when the encounter ends.
After Influence is complete, if neither participant has an empty Resolve Pool, you may choose to use Influence again immediately to continue the encounter with the same intents.
Specific Influences
There are certain types of things you can do with Influence that modify the way the action works.
Barter
When your request is a better price on an object, choose a Risk Tier for the creature. On success, roll d12 equal to their Risk Tier. The result becomes the percent discount on purchases or increased value on sales.
Console
When your request is to reduce an Emotional Tier, each action takes only 1 round and the creature counts as having Risk Tier equal to half the Emotional Tier. On success, reduce the Tier by 1.
Perform
You can make a performance to affect any number of creatures at once. When making a performance, all creatures choose to Resist or Ignore you. Always deal damage to creatures you would succeed against even if others also succeed against you.


© 2025 - Grinning Demon Games. All rights reserved.