Linked Attribute: Presence
Specializations: Debate, Oratory, Storytelling
Persuasion reflects a character's skill at advancing plausible, reasonable arguments to influence others' behavior or beliefs. To use Persuasion, a character makes an Opposed Test pitting his Persuasion against the target's Persuasion (or, if he doesn't have Persuasion, his Intellect or Presence+Willpower). Whenever possible, players should roleplay attempts at Persuasion; the Narrator will modify the number of dice rolled for the Persuasion Test based on the quality of the roleplaying.
Persuasion relates to Charm and Fast Talk, but significant differences exist between them. Charm depends on establishing emotional connections between the character and his target which makes the character, and thus his opinions, seem more attractive. Persuasion involves some personal appeal, but mainly focuses on reasoned argument (a character can use Persuasion to influence a target negatively [against someone or something else] without establishing a positive view of himself). Fast Talk involves lying, deceit, and manipulation to influence behavior; Persuasion does not.
- Routine: Persuading a friend, fellow crewman, or relative who has similar views
- Moderate: Persuading a neutral target to a position supported by obvious or well-documented facts
- Challenging: Persuading a neutral target to a position the character does not actually believe in; persuading a hostile target to a position supported by obvious or well-documented facts
- Difficult: Persuading a hostile target to a position supported only by strong logic
- Nearly Impossible: Persuading an irrational, hostile target during combat