I can't offer a purely statistical justification for this card. It's hard to make a case for it in a generic deck. And yet... it will win you scenarios. It is the Robert Horry of cards -- mediocre numbers, magical late-game performance. I am almost positive that there will be a time in your campaign, if you start with this card, when you will fall in love with it. Recruiting Randolph Carter, coaxing Peter Clover out of the club, mollifying the suspicious Josef Meiger -- these are the tests that having you digging around for five minutes in the chaos bag because you're so terrified about what you might pull out. Maybe there are monsters bearing down on you. Maybe the chaos clock is about to strike 12. Maybe your interlocutor is programmed to jump you if you fail the check. You just know you can't fail. And if you have your Fine Clothes on, you probably won't. It seems like an absurdly situational card, because the tests it deals with (for the most part) are located on unique enemies or locations or other scenario cards -- the sorts of things you don't think much about when designing a general, all-purpose deck. Nevertheless, Parley actions are actually reasonably common, as previous reviewers have pointed out, and when they show up, you often HAVE to pass them to proceed. It's not like cluevering or dealing with monsters, where you often have a range of options. Partly for this reason, Parley actions tend to be some of the most consequential in the game. And their corresponding skill checks -- nasty indeed! All the more so because you tend to make them late in scenarios, when the ugly tokens (I'm looking at you, skull!) have gotten even uglier. Who cares if Fine Clothes does nothing but soak a bit of damage for three scenarios in a row? In the fourth, it's going to be the difference between ekeing out a win that you replay in your head for days, or pulling the -3 and staring at in your palm for days.