Charm, Fast Talk, Intimidate, and Persuade Skills: Difficulty Levels

(Back to Game System)

An investigator may have a Charm skill of 75%, but this does not mean that they can charm anyone and everyone 75% of the time. The difficulty level is based on the opposing factor; in this case the matching social skill (either Charm, Fast Talk, Intimidate, or Persuade) or Psychology skill (whichever is higher). Thus, if the opposing skill is 50% or higher, a Hard success is required (a roll equal to or below half skill). If the opposing skill is 90% or higher, an Extreme success is required (a roll equal to or below one-fifth of skill). For the vast majority of non-player characters, these skills will be below 50%, and so the difficulty level will be Regular and the player only needs a regular success.


 * If the non-player character is positively inclined towards the player's goal, don't bother rolling dice, but simply have them agree.
 * If the non-player character lacks strong feelings towards the player's goal then no modification to the difficulty level is required.
 * If the non-player character is strongly opposed to the player's goal, the difficulty is raised by one or two levels.


 * If the player comes up with something to support their case, such as a substantive argument (if using Persuade), or is holding a weapon and is clearly willing to use it (in the case of Intimidate), the Keeper should lower the difficulty by one level.

The lowest chance of success requires an Extreme success (equal to or below one-fifth of the skill), but in some rare circumstances the Keeper may rule that there is no chance of success and that no roll is allowed.

''Brian's investigator is trying to intimidate a cultist into revealing the name of the cult's contact in the police force. The cultist is a doctor by profession, and the Keeper decides that the doctor's Intimidate and Psychology skills are below 50%. The difficulty level therefore begins as Regular. Of course the cultist strongly desires not to reveal his contact, and so the Keeper increases the difficulty level by two steps to Extreme.''

''Brian fails the skill roll. Brian seeks to push the roll by threatening violence. He pulls out a crowbar, swings it near the doctor's head and then looks the doctor straight in the eye to make sure that he understands the implied threat. The Keeper lowers the difficulty level to Hard. Brian fails the pushed roll, and the Keeper tells how Brian gets carried away and, in his frustration, hits the doctor's head with the crowbar, causing a nasty injury. Brian did not intend this - it was the consequence of failing the pushed roll. Things don't always go as intended! If the player had succeeded in the Intimidate roll, the Keeper would be compelled to give up the name of the contact (as it was the player's goal), but as the roll was failed, it is now entirely up to the Keeper whether the doctor is forthcoming, regardless of any further action the investigators may take against him.''