Social Rules

Social Conflict
This game is not only an in-depth simulation of the horror and glory of armed combat, it also simulates the complex interactions in the social arena. Your first option is to engage a character in combat, and make social attacks, sapping its concentration until it does what you want. Once the target is taken out, it will have a mental breakdown and generally be pliable. This is extremely rude. The other way is to inflict social pressure out of combat. Roll a social skill to pressure someone into acting/behaving/thinking a certain way. For example, use kindness to make a good impression or deceit to trick someone into believing a lie. Intimidation could inspire someone to give you freebies. The GM gives bonuses or penalties to a play based on how well-roleplayed the interaction is and how reasonable the social attack. Trying to convince the guard you're supposed to be let in is easier than convincing him that you're really supposed guarding the place and he's just a civilian.

If the roll works, the target must either do what you wished or surrender a card to you. Either way, they get +3 to resisting future rolls to convince them to do or believe a similar thing for the rest of the scene. If a social skill is used against an NPC, and it succeeds, the GM either has the character do what you say or allow you to draw a card.