Coerce

Coerce

Your ability to blackmail, provoke and intimidate. You can use this to scare people into submission or to make them do your bidding.

Die Effects

d6

Die Effect

1

Annoyed.

2

Half Annoyed.

3

Nothing. Bump.

4

Half Success.

5

Half Success. Bump.

6

Success.

Keywords

  • Annoyed: Charm, Coerce or Deceive rolls on that character are rolled with one less die for Stretch.

  • Success: Counts as 1 Success to overcoming a Skill Challenge.

  • Critical: Counts as an additional Success to overcoming a Skill Challenge.

Examples

  • A Player rolls Coerce to see if they can intimidate the hotel clerk into giving them the keys to a certain room.

  • The party found documents detailing a politician's gambling debts. One of the Players rolls Coerce to see if they can blackmail him into helping them out.

  • A Player tries to scare a wild bear that the party crossed paths with. On a successful Coerce, the boar will run off, but if not it will attack the party instead.

  • The Conductor may have the party roll Coerce if they collectively try to dishearten a crowd of villagers from snitching on them.

Conductor's Note

You may also tally up Annoyed for additional consequences. A character can only be so annoyed before they leave or become aggressive.