- Animals: Aptitude for gaining the friendship and affection of simple beasts, along with the knowledge of how to care for them. Useful for interacting with guardian canids to, for example, issue one a command, or get a hostile one to stop barking.
- Charm: Skilled at being exceedingly agreeable and pleasant company, leading to increased ability to make ‘reasonable’ requests of one’s new friends. Charm is often opposed by Discipline (Composure).
- Deception: Well-practised, or specifically trained, to deceive without flinching. Deception is often opposed by Intuition.
- Haggle: Versed in the ancient art of bargaining for the best deal. Haggle is often opposed by either Discipline (Composure) or Logic (Evaluation).
- Inquiry: Trained, or naturally skilled, at getting answers out of others via gossip, friendly conversation, or pointed questions. Inquiry can be opposed by either Discipline (Composure) or Presence (Intimidation).
Rapport measures a character’s knack for getting other people to do something they otherwise might not. Sometimes this requires promises of future favours—or at least the implication of them. In other cases, money or other assets may change hands. Typically, though, the negotiations become easier the more the subject of the persuasive efforts expects to benefit from the exchange. When the benefits become more one-sided, then negotiations can be far more challenging. Rapport allows characters to get away with doing what they want without resorting to threats. A Militarum trooper wheedling an extra power pack from the stores should know just how to ask the quartermaster to ignore the oversight, while an Ecclesiarchy Preacher would do well to learn exactly which of his congregations fears to play upon in order to whip them into a frenzy. In some cases words alone are not enough, and a handful of Askels or a promise of future aid must be supplied to seal the deal.