Social rolls are rolls for things like lying, intimidating, persuading, and so forth. They are not as inherently clear as, say, rolling to decide if a chemical is mixed properly or explodes. For that reason, we've placed some basic policies on this page.


Lying is a performance: speaking in the manner of a person telling the truth. A character's successful lying roll (successful implying further that the target didn't beat it with a detect lies roll of a higher CD) means that the lied-to party has nothing to tell them that the person is lying: nothing in their tone, no unusual pauses, no peculiar eye movement, etc. It does not mean that the lied-to party believes the liar. After all, if there's enough animosity and mistrust between two people, truths and lies might both be disbelieved. It's just a matter of whether or not their performance effectively masks verbal and nonverbal cues that would otherwise betray their untruthfulness.

Emote can be used similarly, but to express an emotion rather than to make a statement. (If the emotion is not genuine, Detect Lies has a chance to pick up on the act.)


Fast-talking, in the In Nomine sense, is the art of getting someone to grant a nonthreatening but out-of-the-ordinary or potentially troublesome request. Probability of success depends significantly on the nature of the success. In the table below, "risk" refers to dangers the individual takes by acceding to the request. Fast-talk cannot be used to make someone do something that poses a severe risk to themselves or those they care about. It also does not describe attempts to make someone do something that clearly and distinctly violates an important personal belief.

The key phrase is, "Hey, gimmie a break; it's important, okay?" Fast-talking is about rule-bending and nudging.

Fast-Talking Penalties
Penalty Risk
0 A small hassle (inconvenience at worst)
-1 Might ruin their day (e.g. getting yelled at by boss)
-2 Could be penalized (e.g. a demerit on a soldier's record)
-3 Significant risk to reputation and immediate job prospects
(e.g. they don't see themselves in this job for long, but they won't get promoted while anyone remembers)
-4 Possible risk to professional reputation and career (e.g. there's a chance they'd lose their medical license if someone found out)
Fast Talk N/A Likely loss of career, health, life, etc. of target or one of target's relations


A successful Seduction roll does not necessarily mean that the target tears off their clothes and leaps upon their seducer. However, the target is definitely won over, and would be unlikely to say no to sex. A compelling reason not to give in subtracts the target's Will from the seducer's roll: they might be in an exclusive relationship, of a different orientation, or otherwise be unlikely to take them up on the offer. Seduction is of course not mind control and will likely fail in the presence of some powerful reason: they probably won't knowingly leave their infant in a hot car, have unprotected sex with someone they know has an STD, or take a roll with a hated rival.

Seduction can also be used to win CD points of positive reaction roll modifier, which lasts about as long as the mood could reasonably be expected to last. (No more than an hour or so before a new roll is needed to see if they keep the good favor going.)