2.11.6 Fast talk

Talking someone into doing something

A character can talk someone into taking an action, by bombarding them with very fast talk until they decide that the simplest course of action is to simply do what the character is suggesting.

A character can talk another person into an action if he/she makes a dice roll using his/her IQ + Acting (including fast talk specialism) and gains a better result than the other person's resistance dice roll (see below).

There are bonuses or penalties depending on what is being asked of the person the character is attempting to convince:

Situation Modifier to fast talk dice roll
Highly life-threatening -6
Significant downside to the offer (e.g. a guard letting someone through a gate) -3
Ordinary with little or no apparent downside (e.g. a guard letting a casual offender go) 0
Enjoyable/desirable with little or no apparent downside (e.g. a guard holding up the progress of someone he/she doesn't like anyway) +2

Resisting fast talk

A character can successfully resist being steamrollered by fast talk if he/she makes a dice roll using his/her WP + Influence (including Assertion specialism) or using his/her WP + Trance (including Resisting influence specialism), whichever is better, and gains a better result than the fast talker's dice roll.

There are bonuses or penalties to the resistance dice roll, depending on the character's behaviour traits:

Situation Modifier to resisting logical argument dice roll
Character has a specific behaviour pattern that encourages the action -2
Character has a specific behaviour pattern that discourages the action +4
Character has a code of conduct that encourages the action -3
Character has a code of conduct that discourages the action +3
Character has an irrational fear discouraging the action +2
Character has a minor phobia discouraging the action +4
Character has a major phobia discouraging the action +6
Character knows the fast talker +2