Your ability to blackmail, provoke and intimidate. You can use this to scare people into submission or to make them do your bidding.
d6 | Die Effect |
1 | Annoyed. |
2 | Half Annoyed. |
3 | Nothing. Bump. |
4 | Half Success. |
5 | Half Success. Bump. |
6 | Success. |
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.
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.
You may also tally up Annoyed for additional consequences. A character can only be so annoyed before they leave or become aggressive.