This is the skill of talking others into doing things against their better judgment. It is not taught (intentionally, that is) in school; you study it by working as a salesman, confidence man, lawyer, etc. In any situation that calls for a reaction roll, you may make an Influence roll against Fast-Talk instead. This skill is resisted by the victim’s Quickness. See table below for effect.
This is the skill of negotiating, compromising, and getting along with others. You may substitute a Negotiation roll for any reaction roll in a noncombat situation.
A successful roll also allows you to predict the possible outcome of a course of action when you are negotiating, or to choose the best approach to take. This skill is resisted by the victim’s Mana. See table below for effect.
This is the skill of socializing, partying, etc. A successful Carousing roll, under the right circumstances, gives you a bonus on a request for aid or information, or just on a general reaction. A failed roll means you made a fool of yourself in some way. This skill is resisted by the victim’s Carousing or Quickness (if the person is trying to not provide information, otherwise it is uncontested). See table below for effect.
This is the skill of buying, selling, and trading retail and wholesale goods. It involves bargaining, salesmanship, and an understanding of trade practices. It covers all types of merchandise, but many merchants have an optional specialty in a single class of goods. Make a skill roll to judge the value of any piece of common goods, find out where any commodity is bought and sold, find the local fair market value of any commodity, etc. When two merchants haggle, the GM may settle it with a Quick Contest. The winner adds or subtracts 10% per extra success of fair value, depending on whether he was trying to sell or buy.
|Winner’s Extra Ss||Effect||Fast Talk Time Frame||Negotiation Time Frame|
|1||Barely agreed. Re-roll against the attacker’s original role to remain committed to the agreement.||1 Hour||1 Day|
|2||Minor agreement. Re-roll against the attacker’s original role to remain committed to the agreement.||2 Hours||2 Days|
|3||Basic agreement. Re-roll against the attacker’s original role to remain committed to the agreement.||4 hours||3 days|
|4||Strong agreement. Re-roll against the attacker’s original role to remain committed to the agreement.||8 Hours||4 Days|
|5||Fundamental agreement. Re-roll against the attacker’s original role to remain committed to the agreement.||1 day||5 Days|
|6||All-on Agreement; no re-roll|
This skill pertains to the organization and running of groups of people. each success of this skill adds one to the group’s reaction toward your plan. Notice that to lead you must have a goal or a vision. You must be leading people toward somthing.
This skill pertains to the presentation of material in such a way that another person learns the material being taught. People being taught can only be taught for a number of hours per day equal to their Mana. For every 150 hours of instruction, the teacher rolls thier teaching skill. The teacher’s target number depends on the motivation of the student (See Below). Each success adds 1 character point toward learning that skill.
|4||Very motivated and willing|
|6||Unwilling and uncooperative|
These skills allow someone to understand the etiquette and organization of a group of people.