Action!/Schtick/Proficiency/Social

Chameleon
Tier 1 You never receive Social penalties for unknown circumstances.

Taunt
Tier 1 Action: Roll Social+Charisma vs target's Social(Willpower)+Empathy. Inflict 1 point of impairment lasting 1 Sequence. Advancement: Impairment and Sequences (Progression 10).

Support Group
Tier 2 2 Presence: Target receives +d10 EV to resist any Interaction. May be used after PV has been calculated. Advancement: Lower Cost by 1 Presence (3), Add 2 Presence: Gain +d10 AV to any Social or Society roll (5)

Upper-Class
Tier 2 2 Presence: Gain +d10 EV to any Social or Society roll. Advancement: Lower Cost by 1 Presence (3), Add 2 Presence: Gain +d10 AV to any Social or Society roll (5).

Provoke
Tier 3 Provoke Action: Provoke a target. This target must target you with next Action or receive a 5 points of impairment. Advancement: Inflict a total of 8 points of impairment (5), Inflict a total of 10 points (or a total of Social points) of impairment (10), add targets (Progression 10).

Friends and family
Tier 3 Call Action: A total of Social/5 friends (and/or family) show up to help out. Advancement: Decrease divider by 1 (2p), Increase multiplier (Requires Divider at 1, Progression 10)

Random family member
Attributes 5, +1 to characters highest Attribute group. Characters highest skill 10 For each 5 members: 1 Family member has another skill chosen by character at 10. 1 tool appropriate to a skill.

Mysterious Mutterings
Tier 4 The Mysterious Mutterings confuse others by uttering dire and largely incomprehensible warnings. Action, Presence: Social+Charisma/Social+Empathy. If the EV is 5 or higher, target takes no action as long as no one takes hostile action against them. Mysterious Mutterings lasts [Power] Sequences. During this time, you must continually "mutter" or else the effect ends. While suffering from the effects of Mysterious Mutterings, the targets are disheartened, which makes them easier to affect using other social abilities. Add 5 bonus EV to any attempt to Interact with the targets. Mysterious Mutterings has no effect when used against targets engaged in combat. Advancement: bonus AV (Progression 5), bonus EV (Progression 1/2).

First Impression
Tier 4 The First Impression talent helps to favorably impress targets he or she has just met. The First Impression talent may only be used once against any one target. Action: Make a Social+Charisma vs Social/Willpower+Empathy. A successful First Impression provides an AV bonus equal to the EV/5 for all Interaction-related Actions. The effects of First Impression last a number of days equal to the First Impression's EV/5. Advancement: lower both EV dividers (2/step down to 1).

Master of Ceremonies
Tier 5 You may prepare any Social roll for 10 minutes. This provides an extra d10 AV and your roll is Routine. Advancement: Lower the preparation time to 1 minute (5), lower preparation time to 1 Action (10), also include a reroll (5).

Glib
Tier 5 You gain a new attribute: Glib 5. This Attribute may be used as Presence. Your Glib maximum is the lowest of Social or your normal Attribute Limit.