**The key idea:** Not every challenge is a fight. Players can **ask, listen, investigate, negotiate, remember and bluff**; the rules give these approaches structure without replacing roleplay.

## Three social skills you will use often

| Goal | Skill / activity | Typical use |
|---|---|---|
| Make someone more favourable towards you | **Diplomacy: Make an Impression** | At least **1 minute** of conversation, then Diplomacy vs **Will DC**; outcomes adjust attitude. |
| Ask an ally or friendly contact for help | **Diplomacy: Request [1 action]** | Ask a **friendly or helpful** creature to do something appropriate to its attitude. |
| Discover rumours or contacts | **Diplomacy: Gather Information** | **Exploration**, commonly about **2 hours** of asking around; GM may roll secretly. |
| Convince someone of a falsehood | **Deception: Lie** | GM resolves against target's perception under the action's conditions. |
| Distract someone in combat | **Deception: Create a Diversion [1 action]** | Try to become hidden long enough to reposition (Sheet 02). |
| Pressure someone into compliance | **Intimidation: Coerce** | At least **1 minute** of threats, with consequences even when successful. |
| Shake an opponent's resolve | **Intimidation: Demoralize [1 action]** | One target within 30 feet; can impose frightened (Sheet 02). |

*Source: Player Core, pp. 198–201. Exact traits and critical outcomes depend on the action.*

## Recall Knowledge is broadly useful

**Recall Knowledge [1 action]** can help identify a creature's nature, a piece of tech, a religious symbol, an organisation or other useful information. Ask **one specific question** about a topic rather than asking the GM for every fact at once. The GM selects or approves the relevant skill, and may roll secretly. *(pp. 190–191.)*

| Subject | Common skill choices |
|---|---|
| Digital systems, programs, online phenomena | Computers |
| Machinery, tech creatures, equipment | Crafting |
| Alien fauna, environment, wildlife | Nature |
| Mystical phenomena, arcane/occult/divine matters | Arcana, Occultism, Religion, Nature as appropriate |
| Societies, organisations, politics, cultures | Society or a relevant Lore |
| Physical injuries, disease, forensic clues | Medicine |
| News, shows, celebrities or performances | Performance or relevant Lore |

Specialised **Lore** skills can be useful where the subject precisely fits. All details shown here summarise the book's subject associations; the GM determines the check and DC.

## Clues and investigations

- **Observe:** ask what is visible and use **Seek** when you need to search an area in encounter mode.
- **Read behaviour:** use **Sense Motive** for signs that a creature is behaving unusually; it does not give automatic telepathy.
- **Research:** use **Investigate**, **Gather Information**, **Access Infosphere** or a relevant knowledge skill, depending on how and where you search.
- **Identify strange effects:** Identify Magic is a trained **10-minute exploration activity** and requires the relevant magical skill; tech systems may need Computers/other tools instead.
- **Record a lead:** note what you learned, how reliable it seems, and what question it raises. This is table advice, not an extra rules subsystem.

*Source: pp. 186–191, 198–201, 408–409, 430–432.*

**Official sources:** *Starfinder Player Core*, pp. 186–191, 198–201, 408–409, 430–432. **See also:** Sheets 01, 02, 04, 08 and 11. **Campaign context:** Society explorers can investigate mysteries and undertake diplomacy without being treated as station police.