In this talk, we will describe the challenges and technical solutions we're exploring for creating reusable social behavior. The talk will start with a brief description of the dynamically constructed, self-modifying behavior trees that were used to create Faade, as encapsulated in the character language ABL. This enabled rich, dynamic sequencing and parallel performance of character behavior. But only lower-level physical manipulation behavior was reusable - the higher-level social behavior, such as having arguments about specific topics, was specific to Facade. In a large three-year project, we are extending these techniques to create reusable social behavior that can be dynamically retargeted to new social situations in the context of a full-body Kinect-driven game experience. This new approach combines the social action retargeting of CiF (the architecture behind Prom Week) and the behavioral dynamism of ABL to create reusable, real-time social behaviors for first-person character interaction.