48. FAST TALK

Default:
CHA - victims MIND ÷ 10.

The ability to convince someone to follow an action or decision by brow-beating and not allowing the victim time to think clearly before having to carry out the task or agree. This skill used successfully does not mind control victims into blindly following their lead, but befuddles them and causes them to not think clearly, accepting the Fast Talker's suggestions or reasons until they can regain their senses. Once Fast Talked, a victim just accepts that what the Fast Talker said made sense, unless the Fast Talk is continued wherein a MIND roll may be made by the victim per Round of continued Fast Talk. One successful MIND roll during this time stops any further Fast Talk affecting the victim from that Fast Talker, for their MIND in Rounds.

It is an opposed skill if  the victim also has Fast Talk. The better rolling Fast Talk has the advantage, although any one with Fast Talk may then have a Paralyse Saving throw; success allows a MIND roll to realize the attempt and therefore ignore it. Failure and the victim must follow the Fast Talking character's lead.

Victims who do not have Fast Talk may still realize the attack but to do so must roll MIND ÷ 2 to succeed, even then the attacker may attempt again while the victim struggles to think clearly, success by the attacker this time negates any recovery by the victim.

Obligatory:


Suggested: