Talk

"Interrogate, intimidate, beguile, instruct, recruit."

- In-game text.

"Talking publicly about the invisible arts will attract attention. Perhaps that's what I want."

- In-game text.

Talk is one of the Actions of Cultist Simulator.

Effects

 * Speak of esoteric matters: Talking with a Lore randomly yields an Acquaintance (requires Passion) or a Patron (requires Reason), and sometimes Mystique.
 * Talking for the first time with an Acquaintance yields Choose Founding Principles which yields a Society.
 * Talking with a Patron can yield a Commission.
 * If the patron has already yielded a commission, talking requires the commission and the commissioned text (written with Work).
 * Talking at your society's headquarters and choosing a follower allows you to betray and imprison the follower in question and turn it into a prisoner.
 * Talking with a Rival about Lore can yield influences depending on the subject:
 * Erudition (every additional talk will produce Contentment)
 * Erudition (every additional talk will produce Contentment)
 * Fascination (every additional talk will produce Contentment)
 * Fascination (every additional talk will produce Contentment)
 * Glimmering (every additional talk will produce Contentment)
 * Glimmering (every additional talk will produce Contentment)
 * Dread (every additional talk will produce Contentment)
 * , : Contentment

Talk to a Hunter
Talking to a Hunter may produces the following depending on the subject:
 * A Follower: sends the Follower to ambush the Hunter. It has the same effect as talking to the Follower about the Hunter but has the advantage of locking the Hunter in the action rending it unavailable for a Time of Suspicion.
 * Lore: Might turn the Hunter Grim or into a Poor Lunatic if already Grim; also the Hunter may gain Idealist and Tenacious if it fails. The chance of success depends on the Lore fragment level but mind that Idealistic Hunters are immune to this. Always produces a Dread.
 * May also turn the hunter into a rival
 * Lore: Might turn the Hunter Idealistic or into a Poor Lunatic if already Idealistic; also, surprisingly, sometimes may turn Weary Detective Grim. The chance of success depends on the Lore fragment level but mind that Grim Hunters are immune to this. Always produces a Fascination.
 * May also turn the hunter into a rival
 * Dread: Might turn a Grim Hunter into a Poor Lunatic. Always produces a Dread.
 * Any Lethal Poison: may kill hunter. Can't be used again should the poison fail
 * Any other subject (or no subject): produces Notoriety.

Talk to a Follower

 * Talking to an injured Follower and adding will heal them but adds a Scar to them. Chances: 30%, 35% , 35%.
 * Talking to a Follower about a Hunter can yield the hunter as a Prisoner or as a Human Corpse. Success depends on the follower's.
 * 10 Edge Follower/Spirit has a 100% sucess rate, unless the opponent is a mystic type whom are difficult to kill this way
 * Talking to a Follower about Evidence can destroy the evidence. Success depends on the follower's.
 * Failure will wound the Follower (killing them if they suffer three wounds of the same type), produce a Notoriety, and the evidence will remain.
 * Talking to a Follower about Passion or Reason may yield Old Unhappy Far-off Things which yields Restlessness.
 * Talking to a Hireling with will extend their service by resetting their timer.
 * Talking to a Follower about a Location may create an Interested Lover.
 * Talking to a Follower about a Tool may increase the follower's aspect by 1/4 of the tool's.

Cult Business
Talking to a Follower about Society, sends them on Cult Business depending on the follower's Aspect.


 * attempt to capture a Prisoner.
 * attempt to capture a Prisoner.
 * attempt to craft stuff in illegal laboratories loot
 * attempt to clear your Reputation one card at a time.
 * This is the only cult business which won't injure your follower or even generate Notoriety but instead generate a Peculiar Rumour
 * attempt to burglar houses to bring back loot.
 * attempt to con people and bring back loot.
 * attempt an augury to produce Influences. "My Believer might be able to determine times and places where power will be available for our uses; but in matters of the Mansus there is always danger."
 * attempt to murder a stranger to produce a Human Corpse.

Every action has a success chance depending on the follower's aspect.


 * 1 Aspect has 30% chance
 * 5 Aspect has 70% chance
 * 10 Aspect has a 90% chance
 * Failure will result in notoriety and an extra 30% chance to wound your follower
 * A captured prisoner will always generate notoriety.

Loots gained from Forge, Knock, and Moth Business


 * Funds
 * Iron Spintria
 * Bronze Spintria
 * Jumble
 * Rare Pigments

Talk to [Painting] (Corpse-Eater DLC/Medium? legacy)
Talking to the painting that comes at the beginning of the Medium? legacy yields different results depending on what you talk about. See Miss Naenia for details.

Parler