Social skills
Social skills shape dialogue outcomes, job advancement, service careers, and how you weather stress. They are often the difference between a promotion, a failed negotiation, or a calm exit from a bad event.
Persuasion (max 300)
Used heavily in social decisions and negotiations—anything where you talk someone into (or out of) an outcome. Invest here if you like relationship-heavy play or want safer rolls on charm checks.
Leadership (max 300)
Leadership feeds job promotions and management tracks. If you are climbing from line work into supervisory roles, keep this skill rising alongside job-specific skills.
Communication (max 200)
Powers social interactions and customer-facing work such as bartending and waitressing. It is a workhorse for service careers and general likability checks.
Honor (max 500)
The moral side of the axis: lawful, generous, or upright choices push honor. It is the counter-skill to evil—high honor runs feel like “clean” lives; it also gates some positive social outcomes.
Evil (max 500)
Crime-related actions and ruthless decisions raise evil. It is the counter to honor and supports darker paths (theft, violence, intimidation). Expect tension between honor and evil on a single character.
Calmness (max 200)
Helps in stress situations: high-pressure jobs, danger, or events that test nerves. Pair with decent morale recovery habits so you are not always one bad day from a spiral.
Pick a social identity early: high honor + persuasion for “clean talker,” or evil + calmness for a cold criminal. Mixing extremes works but slows both axes compared to committing to one story.
Many social checks also look at relationships and context; skills raise your odds, not guaranteed wins.