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| 10*
 
| 10*
 
| None
 
| None
 
|-
 
! Strange talk** {{AnomalyIcon}}
 
| -4
 
| 1*
 
| Unknown
 
 
|}
 
|}
 
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=== Chitchat ===
 
=== Chitchat ===
 
The most common type of social interaction. This increases relation between the two pawns by 2/3 opinion each, capping out at 10. It is nullified by the psychopath trait.
 
The most common type of social interaction. This increases relation between the two pawns by 2/3 opinion each, capping out at 10. It is nullified by the psychopath trait.
=== Deep talk ===
+
=== Deep Talk ===
 
A type of social interaction that gives a large +15 opinion of each other. It caps out at 10 and is nullified by the psychopath trait.
 
A type of social interaction that gives a large +15 opinion of each other. It caps out at 10 and is nullified by the psychopath trait.
 
=== Insulted ===
 
=== Insulted ===
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=== Slighted ===
 
=== Slighted ===
 
This social interaction is similar to being insulted, except only giving a -5 opinion. It also caps out at 10 interactions. Being slighted also has a small chance of starting a social fight. It does not give a negative moodlet.
 
This social interaction is similar to being insulted, except only giving a -5 opinion. It also caps out at 10 interactions. Being slighted also has a small chance of starting a social fight. It does not give a negative moodlet.
=== Strange chat {{AnomalyIcon}} ===
 
This social interaction can occur when interacting with a [[Endings#Embrace_the_void|Void touched]] pawn, and gives a -3 "Unsettling conversation" opinion of the Void touched pawn. The affected pawn also suffers a -4 moodlet.
 
 
=== Social fights ===
 
=== Social fights ===
 
Social fights have a small chance of starting when a pawn is insulted or slighted. The chance of a pawn starting a social fight is can be affected by traits such as [[bloodlust]], a pawn's current level of [[Beer|inebriation]], and [[Genes#Aggressive|Aggression]]{{BiotechIcon}} genes. The pawns in social fights cannot be drafted or controlled, similar to mental breaks. Fighting pawns' character portraits will display a red lightning bolt. The two fighting pawns will continue fighting until after at least {{Ticks|420}} have passed, or until the other pawn is downed or killed. Both pawns will suffer minor cut and bruise injuries, but there is a small chance that a pawn may lose their eye or even die. Pawns will not use melee weapons in fights. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain a {{Bad|-15}} "harmed me" opinion of their attacker for 10 days.
 
Social fights have a small chance of starting when a pawn is insulted or slighted. The chance of a pawn starting a social fight is can be affected by traits such as [[bloodlust]], a pawn's current level of [[Beer|inebriation]], and [[Genes#Aggressive|Aggression]]{{BiotechIcon}} genes. The pawns in social fights cannot be drafted or controlled, similar to mental breaks. Fighting pawns' character portraits will display a red lightning bolt. The two fighting pawns will continue fighting until after at least {{Ticks|420}} have passed, or until the other pawn is downed or killed. Both pawns will suffer minor cut and bruise injuries, but there is a small chance that a pawn may lose their eye or even die. Pawns will not use melee weapons in fights. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain a {{Bad|-15}} "harmed me" opinion of their attacker for 10 days.

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