One of the main differences between Apocalypse World and this hack is that the characters aren't playing in a completely broken down world; they're often working within the rigid, decadent, decaying social order of the Imperium of Mankind. The media that inspires play in this space are things like
Game of Thrones or
Mara of the Acoma; dynastic fantasies where social interactions can be just as important (and just as deadly) as any open battle. The player characters in Rogue Trader: Apocalypse aren't just playing privateer or explorer in the outer rim - they're playing important parts in the great game of Imperial intrigue.
To convey these elements, it was important to make sure that there was a set of rules for illustrating these environments, just as effectively as Apocalypse World illustrates the violence of a dying and desperate world.
Here's the peripheral social moves that all characters can access:
When you spend time picking out the ideal outfit, costume, or accessories for a social occasion, take +1 forward.
When you’re trying to retain dignity when embarrassed in front of important figures, roll +Charm. On a 10+, your dignity remains mostly intact. On a 7-9, take -1 Influence with all appropriate parties. On a miss, your dignity is that last thing you’ll be worried about.
When you attempt to curry favour with an important figure, roll +Charm. On a 10+, you gain +1 Influence with them. On a 7-9, take +1 Influence, but choose 1:
You are required to pledge your support or assistance to them.
You damage your relationship with another party, take -1 Influence with them.
You attract the attention of their enemies.
You must give them an immense “gift” worth 1 or 2-profit.
When you host an important social event, roll +Profit spent. On a 10+, choose 3; on a 7-9, choose 1:
Everyone who you’d want to appear shows up.
Hold 1 and spend it to take +1 forward.
No-one you’d rather didn’t appear shows up.
Your event or ceremony is the talk of the sector.
Your security preparations ensure that any of your allies have +1armour if fighting breaks out.
When you seek aid and succor from an important organisation, roll +Influence. On a hit, they will grant you aid; on a 7-9 choose 1:
It’s going to cost you serious thrones.
You must grant an important favour in exchange.
You expend your influence with the organisation, take -1 Influence.
And here's some of the playbook rules that work in this space:
Perfect Companion (the Consort)
Whenever you accompany your master on a social engagement, roll +Charm. On a 10+, hold 3; on a 7-9, hold 1. Spend your hold to:
Give your master +1 forward.
Ask a single question from the read a person list of any individual at the engagement.
Embarrass a social rival by inducing a humiliating gaffe on their part.
Cause someone to freeze or forget their place.
Occupy full attention of the room, giving someone the chance to act under cover.
Disregard Decorum (the Dilettante)
When you brazenly waltz into a social affair, completely ignoring all rules of ceremony and decorum, roll +Charm. On a 10+, hold 3. On a 7-9, hold 1. Spend your hold 1-for-1 to:
Embarrass or humiliate someone.
Give someone -1 forward.
Change the rules and tone of the event; a stately ball becomes a rapturous orgy, a grim funeral becomes a raucous wake.
Steal a precious item from under the nose of an important guest.
Have a single NPC become totally transfixed, unable to act.