From WoD GothamSecondary Abilities have been suggested as alternatives to some systems as they might be applicable in some circumstances. However understand that Secondary Abilities have limited use.
For example, if your character was debating a topic with other characters and possessed the Debate Secondary Ability he could use that in place of Leadership. However, if he was giving a presentation or a speech before an audience and he didn't have Public Speaking, then he'd use Leadership and not Debate.
Another note about Social Feats...
Social feats can be quite subjective. Some players are better at getting their point across than others. Some players don’t even try, they just get all ridiculous and let the dice do their talking for them.
Here in WoDG, we blend the two. A player is expected to back up their rolls with good RP and vice versa. Difficulties will be adjusted for all social rolls based on how well a character was RPed through a given situation in addition to other factors such as disposition of an audience, the plausibility of a story, etc. Players may also resist any social roll with an opposed roll if they choose to do so. Simply use the same ability and difficulty coupled with Perception to do so.
Social Feats Descriptions
Animal Attraction (Werewolf)
Charisma + Primal Urge Difficulty is the target’s Willpower rating. The number of successes needed is equal to the target’s Willpower rating. Once the successes are gained, then the target is intensely sexually attracted to the Garou on a primal level and will attempt to act on that urge. Failing the roll will cause the target to avoid the Garou. A botch will induce Delirium in the target if the target is mortal. Truly devoted targets will be able to overcome their sexual urges towards the Garou and remain faithful to their mate. Supernatural creatures such as mages are at a +2 difficulty to sway in such a way. Mages with Mind magick can avoid the effects completely. Kindred are not affected by Animal Attraction at all. Note that as with any sexual activity in WoDG, all parties must give consent before events can be RPed or taken IC. Therefore, there's no requirement to resist. If you want your character to resist this ability then go for it - it's considered an Automatic Feat. Garou players should use this sparingly and not chase after players who clearly are not interested in engaging in virtual sexual activity. That starts to get into the realm of stalking and that's just creepy and not at all tolerated. See Mature and Graphic Scenes for more information on how to handle explicit material in WoDG.
Charisma + Empathy Difficulty 6. Carousing is the ability to loosen up in a social setting and to basically relax and have fun. To essentially become the life of the party. Difficulty can be adjusted for certain Natures. Possible Secondary Abilities: Carousing, Style, Dancing, .
Manipulation + Subterfuge vs. Perception + Subterfuge or Empathy Difficulty 7 resisted roll. Credibility covers everything from simply lies to elaborate scams (which might require supporting rolls, extended actions, and thresholds for truly elaborate cons). To detect a lie, the target rolls Perception + Subterfuge. Difficulties can be adjusted for conditions and for appearance. For example, a teenager trying to pass a fake ID off as real in order to gain access to a night club will have their difficulties adjusted according to the type of night club and their appearance. A high class club might have stricter and more attentive bouncers while a lower class club might take anyone so long as the provided ID is somewhat passable. When dealing with scams, lies, deceptions, etc among player characters, roll should be made to support RP. If a character does a good job role playing out the attempt to gain credibility, then it’s appropriate to pay homage to that skilled RP and give the bloody liar a bit of a difficulty adjustment. However, if the role play is poorly done or the story being told is an obvious lie, then the difficulty for the lie should go up. Possible Secondary Abilities: Acting, Mimicry, Disguise, Forgery, Ventriloquism, Sense Deception.
Charisma + Intimidation Difficulty = opponent’s Current Willpower. Amount of successes = the opponent’s Wits + 5. Loser looks away or backs down. Garou may use Rage instead of Charisma + Intimidation. Be advised that tapping Rage for the facedown carries risk of Frenzy as any roll acquiring 4 successes or more will incite a Frenzy and forfeit the contest as the Garou either succumbs to the Frenzy or spends time breaking the facedown to control the Frenzy. Some supernatural effects that make a character more intimidating may add to the difficulty. In the case of all participants reaching their target successes on the same turn, a final roll will be made to break the tie. The player with the most successes wins. If that roll is also a tie, players will roll for another tie breaker. Willpower can only be spent for an auto success if the contest's circumstances are so dire that a Willpower expenditure would make sense.
Manipulation + Subterfuge vs Willpower Difficulty 6 in a resisted roll. If successful, then the story is bought. Difficulty can be adjusted for credibility among similar social circles. For example, a gangbanger will have an easier time convincing other gangbangers that the cops are going to come and bust a meth lab than an upstanding Wall Street banker would. Further, if a character does a good job role playing the Fast-Talk, then it’s appropriate to give them a slight Difficulty adjustment for the good RP. Likewise, if the RP is poorly done and the story told during the fast-talk is implausible, then Difficulty has got to be adjusted to reflect that as well. Possible Secondary Abilities: Acting, Fast-Talk, Negotiation, Diplomacy, Bribery, Haggling.
Charisma + Etiquette and Wits + Academics. To blend into a culture or subculture not one’s own, a character can roll Charisma + Etiquette. The Difficulty starts at 5 for well-known subcultures but can vary depending on how alien the culture is to the character. If successful, characters must then make periodic Charisma + Academics rolls to be able to draw upon the knowledge of the culture in order to impersonate it. The difficulty again for this varies according to the extent of which the culture is insulated from the mainstream. Immigrant communities might be difficulty 6 while secret societies and groups like the Technocracy might be 8. Further, if a character does a good job role playing fitting in, then it’s appropriate to give them a slight Difficulty adjustment for the good RP. Likewise, if the RP is poorly played, it should be possible also adjust the Difficulty to reflect that. Possible Secondary Abilities: Camouflage, Acting, Disguise, Appropriate Lore, Anthropology, Covert Culture, Web Culture, Virtual Space, Appropriate Academic or Scientific field.
ImpersonationCharisma + Expression and Manipulation + Subterfuge. Charisma + Expression Difficulty 8 to effectively take on the same appearance as the person being impersonated. If the character needs to interact with persons who know the target that’s being impersonated then a Manipulation + Subterfuge roll is required. The Difficulty is based on the level of familiarity that the observer has with the person being impersonated. If failed, then the character rolls Manipulation + Subterfuge again in a resisted roll vs the observers Perception + Alertness, both Difficulty 6. If this is failed, then the character is discovered. Further, if a character does a good job role playing the impersonation, then it’s appropriate to give them a slight Difficulty adjustment for the good RP. Likewise, if the RP is poorly played, it should be possible also adjust the Difficulty to reflect that. Possible Secondary Abilities: Acting, Disguise, Mimicry.
Charisma + Intimidation or Manipulation + Intimidation. Questioning a target is a resisted roll of Charisma + Intimidation vs the target’s Willpower Difficulty 6. Well crafted lies, gaining the target’s confidence, etc can contribute to a reduction in Difficulty as the interrogation progresses. Rolls occur at the beginning of each new line of questioning. Threats and mental or physical torture requires a resisted Manipulation + Intimidation roll vs the target’s Willpower or Stamina+3 (whichever is higher). Mental torture reduces one point of temporary Willpower per scene while physical torture inflicts bashing or lethal damage (interrogator’s choice) at the rate of one Health Level per turn. Doing lethal damage reduces the difficulty of the interrogation roll by 2, but risks killing the target. Teamwork can be used by multiple interrogators to combine successes. Like other social rolls, if the roll is backed up by strong or weak RP, the player(s) attempting the interrogation should have their difficulties adjusted accordingly. Possible Secondary Abilities: Interrogation, Torture.
Strength/Manipulation + Intimidation. Intimidation has a passive effect that doesn’t require a roll. For every dot your character has in the ability, the wider the berth others give the character. Subtle forms of intimidation include veiled or perceived threats (like losing one’s job, going to jail, a secret uncovered, etc.). These subtle threats are covered in a resisted action Manipulation + Intimidation vs the target’s Willpower Difficulty 6. Overt physical threats are rolled using Strength + Intimidation in a resisted roll vs the target’s Willpower or their own Strength + Intimidation (whichever is higher) Difficulty 6. Potence adds to the effective Strength. On a botch, the character looks patently ridiculous and does not impress anyone for the rest of the scene. Like other social rolls, if the roll is backed up by strong or weak RP, the player(s) attempting the intimidation should have their difficulties adjusted accordingly.
Charisma + Leadership Difficulty 6. Difficulties for public speaking can vary depending on the disposition of the audience towards the orator. Hostile audiences or audiences from a totally different or opposing social group from the orator will be more difficult for the orator to sway. On a botch, the character may damage their reputation or be assaulted by the audience. Like other social rolls, if the roll is backed up by strong or weak RP, the player character attempting the oration should have his difficulties adjusted accordingly. Possible Secondary Abilities: Public Speaking, Debate, Diplomacy.
Charisma + Performance Difficulty 6. Difficulties for performance can vary like with Oration, depending on the disposition of the audience towards the performer. Hostile audiences or audiences from a totally different or opposing social group from the performer will be more difficult for the performer to captivate. On a botch, the character may damage their reputation or be assaulted by the audience. Like other social rolls, if the roll is backed up by strong or weak RP, the player character attempting the performance should have his difficulties adjusted accordingly. Possible Secondary Abilities: Acting, Artistic Expression, Poetic Expression, Ventriloquism, Acrobatics, Dancing, Singing, Musical Instrument.
Seduction has different stages and it’s obviously a complex system. This system is used mostly when dealing with NPCs as most players prefer to RP seductions out. However if players decide to use this system in conjunction with their RP, please note that as with any sexual activity in WoDG, all parties must give consent before events can be RPed or taken IC. See Mature and Graphic Scenes for more information on how to handle explicit material in WoDG.
Stages of Seduction:
Opening Line - Appearance + Subterfuge vs the target’s Wits + 3 for the Difficulty. Each success after the first adds dice to the pool in the next roll.
Witty Exchange - Wits + Subterfuge vs. the target’s Intelligence + 3 for the Difficulty. Each success after the first adds dice to the pool in the next roll.
Conversation - Charisma + Empathy vs the target’s Perception + 3 for the Difficulty. If successful, the target will agree to go to a more private spot and the rest is handled through roleplaying.
Possible Secondary Abilities: Seduction.