Fast Talk

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(see also Interpersonal Skills: Disambiguation)

 Fast Talk (05%) 

Fast Talk is specifically limited to verbal trickery, deception, and misdirection, such as bamboozling a bouncer to let you inside a club, getting someone to sign a form they haven't read, making a policeman look the other way, and so on. The skill is opposed by Psychology or Fast Talk. After a brief period (usually after the fast talker has left the scene) the target will realize that they have been conned. The effect of Fast Talk is always temporary, though it will last longer if a Hard success is achieved.

Fast Talk may be used to haggle the price of an item or service down. If successful, the seller momentarily things that they have stuck a good deal; however, if the buyer returns and attempts to purchase another item, the seller may well refuse further haggling and even increase the price in order to recoup what they lost on a previous sale!

Opposing skill/Difficulty level:


 * (see Charm, Fast Talk, Intimidate, and Persuade Skills: Difficulty Levels)

Pushing examples: getting up close and personal to the target; talking outlandishly, aiming to confuse the target.


 * Remember this is Fast Talk, so if the investigator begins to take an alternative approach, the Keeper may ask for a different skill to be used; if threats are used, it may become Intimidate; or if a protracted discussion ensues, it may become Persuade. Switching from one to the other to gain a second roll still constitutes a pushed roll.

Sample Consequences of failing a Pushed roll: cause great offense leading to violence, outrage, or criminal proceedings.


 * If an insane investigator fails a pushed roll, they begin hurling random abusive phrases at people.