Social Skills Notes

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.

Examples

Fast Talk (lying)
“My cousin is the Head Librarian and he said it was ok for me to get into the restricted stacks because I’m an eminent and respected scholar. (All lies).”

Persuade (telling the truth, appealing to logic)
“Lives depend on us getting this information. Do you want to be the guy who caused thousands of people to die? You can come with us and watch us if you’re afraid we’re going to steal your books. We’re honest citizens: an antiquarian, a private eye, and a librarian. You can check our references. (All true).”

Charm (seduction or friendliness, appealing to emotion)
“You know when I first saw you, I knew you could be trusted. I’m in a bind here. Can you be a pal and just let us in?”

Intimidate (threatening harm or torturing)
“Look we’re getting in no matter what. We can do this the easy way or the hard way.” Crowbar slaps into palm of hand.

Credit Rating (bribing)
“Is this enough to buy access to the restricted stacks?”

Q: It seems overpowerful that a PC who makes their social skill roll can make a NPC do anything.
A: I think within reason.

Trying to persuade an NPC you’ve just met to shoot themselves in the head won’t work, even if you rolled an 01, a Critical Success.

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