It's quite clear from all the examples given in the book that it intends for the "Social Modifiers" to be modifiers based upon the situation you find yourself in, not universal aids that apply regardless of who you have against you. For example the "loud noise": That is most likely going to be a situation that you find yourself in that is not of your own design. Perhaps it -is- of your own design, but even then, it cannot be expected to just flat out provide a bonus or penalty every time. Some people will be distracted by the noise, others will not be. It's situational.
It's quite clear from the book that this is what a Social Modifier is:
Social Modifiers
Many sorts of modifiers may apply to social skill tests, depending on the situation and characters in question.
Note the underlined point. It
does not matter why the modifier applies. It's a modifier applying to a social skill test.
You're using the wrong social in Social Modifier
I used the book as a reference. If you disagree, please provide a quote with rules text that supports your stance.
A program isn't a social circumstance, it's just a tool, a piece of gear.
So a gun with Custom Look isn't a social modifier either? Sometimes the software doesn't work. What if you're talking to a voice box instead of a person? What if you're talking to a "person" that doesn't show emotion (mimic drone for instance)? What if there is a Jammer in the room? What if your camera can't actually focus on the character (camera neutralizer or low-ligh/dark conditions)?
How are these situations not part of the situational setup? Again, where is defined that the modifier must be situational to be a Social Modifier. They can be situational, but nothing says they have to be.
For example the "loud noise": That is most likely going to be a situation that you find yourself in that is not of your own design. Perhaps it -is- of your own design, but even then, it cannot be expected to just flat out provide a bonus or penalty every time. Some people will be distracted by the noise, others will not be. It's situational.
How is not being distracted by the noise any different from the situations I mentioned where the empathy software doesn't work? How is it any different than pulling out a gun (which may not intimidate some folks), wielding magic (which may not scare other mages), or causing pain (which may be negated by magic, augs, or drugs)?
Bottom line sometimes it works, sometimes it doesn't, just like everything else on the table.
You seem to be focused only on
bonuses. What about the
penalties listed. How is being drunk any more situational. Any time you're drunk, you take a -1to you social skills. Sure, you're not always drunk (most likely), but any time you are, you take the penalty.
This is no different than empathy software. You're not born with it, you don't always get the bonuses, but any time it would apply, it applies.
That's because the social in that description isn't the social there to indicate that it's a modifier to social skills, but to indicate it's a modifier from social cicumstances.
Please, before you respond again, find a rules source to support this. The closest thing I've found is this part of the quote I posted, "depending on the situation and characters in question." I can see how you could try to take "depending on the situation," to mean things must be situational to apply, but that isn't the end of the sentence. The other part "and characters in question," includes the character with the Empathy Software right? Is the empathy software not part of that character?
Now you can argue that gear isn't part of a character, but at what point does this start falling apart. Gear is a fundamental part of the character creation process. Augmentations are gear as well, and are most assuredly part of the character.
In closing, I seem to find that your "social circumstances" theory is merely speculation on how
you want it to be ruled. Run it that way if you want, but it doesn't change what the rulebook says, which is what I've been covering.