Social Events

Victorian society is filled with plenty of social events - mens' clubs, balls, afternoon teas - places where a PC can make or break his status.

Rounds

A social event is generally three rounds. On each round, you choose a Skill that you would like to use. The first round of the event is at +2, the second round at +0, and the third round of the event is made at -2. We draw a card each round to determine which order people act. Edges that change initiative cards do not apply here.

Skills

Choose which skill you would like to use for the event. You can use the same skill all three rounds.

Persuasion Polite society talk is reflected in using Persuasion. A critical fail (1 on both dies) causing you to lose 1 Status.

Streetwise You may not know what you're doing, but you can fake it. Using Streetwise is a bit dangerous. A roll of 1 on the Streetwise roll, regardless of wild die, means that you lose 1 Status.

Intimidation You'll just bully your way through this event. Being a bully is very dangerous. A roll of 1 or 2 on the Intimidate roll, regardless of wild die, causes you to lose 1 Status.

Charisma modifiers apply to these rolls. A RESULT of less than 1 causes you to lose 1 Status (you can only lose 1 a round though).

Actions

Each round of the event, you can choose an action to take. You use your chosen skill from above to resolve the action.

Who's Who You mingle in the crowd figuring out who is who at the party. If a fellow teammate has already succeeded at this, you achieve this automatically.

Gain Some Background You attempt to gain some background information on something specific at the party (Tell me about Mr. Whirlworth or Who here is looking to marry?). On a raise, you gain some secret information.

Schmooze A Contact You work on making one person your friend. On a success, that person becomes an acquantance (someone you can call on). To improve from there is an opposed roll with a raise moving you up one step. The steps are acquaintance, Friend (they'll do you small favors), or Good Friend (they'll do a bigger favor). Cashing in a favor moves you down one step.

Gain Status You just try to impress people at the party. On a Success, you gain 1 Status. On a Raise, you gain 2 Status. The higher your Status, the more difficult it is to increase your Status. You take a -1 to this roll for every 4 points of Status you have. A RESULT of less than 1 does not result in status loss.

Bloody Hell, Which Fork? You try not to embarrass yourself this round. If you draw a complication, you may draw another card, but have to take the results of that card. A RESULT of less than 1 does not cause a Status loss.

Wing Man You attempt to aid a fellow PC at whatever action they are taking. On a success, they get +1. On a raise, they get a +2. If you lose Status with this attempt, the person you were helping also loses Status.

Knock Down a Peg You attempt to take someone else down a peg. Persuasion rolls take a -2 on this attempt, Streetwise gets a +0, while an Intimidate or Taunt roll is done at +2. If you knock down Ms. Johnson's enemy, then Ms. Johnson moves up 1 step on the contact chart. This is an opposed roll against the target. This is dangerous - if you don't succeed, you lose 1 Status.

Gambling Your Status

You can use your status during the event to increase your trait rolls. You're not losing your Status, just making use of it. Before the die roll, you state how much of your status you want to use and add that amount to your die roll. You can spread your status out however you like over the three rounds or not use it at all.

Using your Status can be dangerous. If you get a result that would cause you to lose Status, you permanently lose whatever Status you added to the roll.

Complications

If your card is a Clubs, you've committed a faux pas: Stated that you think werewolves are real, last night's werewolf bite is starting to bleed through your ascot, accidentally revealed that you have Irish on your side of the family, or slurped your tea. You'll have to make another skill roll to try and recover from this mistake. The GM rolls 1d6 to determine what skill you'll have to use:

1: Persuasion

2: Streetwise

3: Intimidate

4: Proper society knowledge skill (Not occult or Rippertech)

5: Notice

6: Proper Society skill of your choice: Boating, Riding, Gambling (-2 since it's marginally proper), Shooting (-2), Swimming