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> Persuasion Test Part III: Ask I
> + DC 30: Witchlet Chlotsuintha is a Born and Bred Liar, making a Simple Persuasion test like this [Easy]
> + DC 1 Witchlet Chlotsuintha's height corresponds to the description of a wanted criminal
> + DC 2: Witchlet Chlotsuintha has planned out much of this deception, but there are a few lighter spots in her story.
> + DC 2: Witchlet Chlotsuintha is odd looking, given her height.
> + DC 3: Witchlet Chlotsuintha is carrying a bundle of canvas, something at odds with her implied station.
> + DC 6: Witchlet Chlotsuintha is not being escorted by a male relative or husband, nor is she being attended by servants, something at odds with her implied station [halved]
> + DC 3: Witchlet Chlotsuintha is behaving in a way that is at odds with her implied station, as a woman seeking to purchase a coach, team and tack [halved]
> + DC 4 Witchlet Chlotsuintha is currently Drained II, and is not thinking as quickly as she normally does.
> + DC 3 Witchlet Chlotsuintha is currently Tired I, and is prone to making mistakes that she otherwise would not.
> + DC 2 Witchlet Chlotsuintha is trying to buy something that is not for sale
> - DC 15: Livery Operator has no reason to believe that Chlotsuintha is lying to him.
> - DC 10: Witchlet Chlotsuintha looks to be Gently Bred, most male characters are more inclined to listen to her because of this [doubled]
> - DC 3: Witchlet Chlotsuintha is dressed to match her implied station.
> - DC 5 Witchlet Chlotsuintha has built a rapport with the Livery Operator
> - DC 8: Witchlet Chlotsuintha is presenting herself as the daughter of a Patented Subject - as such, most people who believe themselves to be her lessers are strongly inclined to believe her and do as she says
> - DC 3: Witchlet Chlotsuintha has figured out an explanation for carrying the bundle of canvas.
> - DC 3: ???
> DC 9: Anything lower is a failure. [Auto-pass(es) available. Re-roll(s) available. No hostile re-roll(s)]
> No Passes: No Sale: Not only is the Livery Operator not keen on selling to Chlotsuintha, he is being to have second thoughts about her.
> One Pass: Once Fleabitten, Twice Shy. The Livery Operator hasn't ruled out selling to Chlotsuintha, but he still needs some convincing.
> Two Passes: In Lieu of Pasture, Put to Yard. The Livery Operator is willing to show Chlotsuintha the coaches on his yard, but he is not willing to sell all of them - not yet.
> Three Passes: Open Coach House. The Livery Operator is more than willing to sell anything on his yard and a team to pull it.
> If ONE of the THREE rolls comes up as a Critical or Near Critical Failure (Roll of 1 or 2) then there is a case of mistaken identity with with the Livery Operator - with dangerous implications.
> If ONE of the THREE rolls comes up as a Critical or Near Critical Success (Roll of 100 or 99) then there is a case of mistaken identity with the Livery Operator - with illuminating possibilities.