Persuasion Skill

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Persuasion Skill
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Persuasion is the art of inspiring or changing minds through logic, charm or sheer, glib fast-talking. Though it can be taught to varying degrees of success, most characters with the Skill possess a natural talent and have honed it over years through trial and error, practicing their delivery until it rolls effortlessly off the tongue. Persuasion is the Skill of convincing others by force of personality alone, making one's point through carefully chosen words, body language and emotion[1].


General Roll Results


Cutting A Deal

Negotiating a contract, sale or other carefully considered agreement is a long and complicated process that requires a lot of effort from both parties. This requires a contented, extended roll. Each of these rolls represents an hour of negotiation, which ends once one of the parties reaches the required number of successes. The first party to accumulate the goal in successes is the winner, although they must agree to concessions based on the difference in total successes. If the victor triples the other party in successes, no concessions are needed. At double, one quarter of the competitor's demands must be met. If the winning party merely holds the majority, they must agree to one half of the competitor's demands.

Example: Gerald Baker is negotiating with a security guard at a storage yard. He wants the guard to allow access to one of the storage units without monitoring the camera feeds, and is offering money in exchange for compliance. The security guard is tempted by the offer, but doesn't want to risk losing his job. The Storyteller determines that the negotiation requires six successes to settle. Gerald's Manipulation is 2 and his Persuasion is three. He has plenty of resources at his disposal, lending him an Equipment bonus of 3. The security guard has a Manipulation of 2 and is untrained in Persuasion, levying a -1 penalty to his roll. Ultimately, he has the final say in granting Gerald access, so his Equipment bonus is 1. After three sets of rolls, Gerald wins the negotiation with six successes to his opponent's three. Gerald talks the man down to one quarter of his asking price and he is able to conduct his business at the appointed time of night.

Roll Results




Fast-Talk

Your character needs to convince another to perform a service, look the other way or simply be distracted for a few moments. Sometimes there isn't time to cook up an elaborate ruse, requiring quick thinking and fast talking. If your character succeeds, the target is temporarily distracted or fooled. If not, the target may require more convincing (such as Cutting a Deal).

Roll Results


Oratory

Sometimes your character is called on to convince a crowd of people to accept his assertions, calling for a rousing, compelling speech. This is a contested action. If the orator wins, he convinces the crowd. If he fails, one or two people believe, but the group on the whole is unconvinced. A tie indicates that the group is willing to listen, but remains unconvinced. In the case of a failed or tied effort, your character can make a successive attempt if the Storyteller agrees that the crowd is willing to listen[2].

Roll Results


Seduction

Your character seeks to ply his allure, charm and sheer magnetism to make someone else compliant to his will, typically to agree to a sexual tryst (but not always -- one can be seduced by wealth, for example). Or your character's aim might be some goal short of a physical encounter, such as getting a person's phone number, learning his or her address, or convincing a subject to do a favor with the implicit reward of romance. The same forms of coercion might also be applied on your character by inhuman beings, to make him agreeable to a private rendezvous that could mean his life[3]. Fame, Status, and Striking Looks all can play a key factor in an attempted seduction.


Physical Aspect (First Stage)

The first stage is based largely on physical attraction. Your character plies his appearance and demeanor to win the subject's attention and interest. This phase is typically non-verbal. If the seducer gets more successes, he gains the subject's interest. If successes tie or the seducer gets fewer, the subject is disinterested or needs further convincing (see below).


Social Aspect (Second Stage)

The social aspect of the seduction begins after the initial contested action is complete. The social aspect involves dialogue and interaction between participants.

The winner of the previous contested roll also gains bonus dice equal to the successes rolled before.


Resolution

Seducer: The required number of successes for the seducer equals twice the subject's Resolve.

Once a would-be seducer is rebuked, no other attempts can be made to charm the same subject in the same scene.

Subject: The required number of successes for the subject equals twice the aggressor's Presence.




Facts about Persuasion SkillRDF feed
ParentPersuasion Skill  +
PoolManipulation  +, Persuasion Skill  +, Composure  +, Empathy Skill  +, Subterfuge Skill  +, Presence  +, and Resolve  +
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