Persuasion is the art of making people WANT to agree with you. It covers
negotiation (contracts, deals, surrender terms), conviction (changing minds,
swaying votes), rallying (boosting morale under fire), and diplomatic
manoeuvre (the kind of backroom dealing that keeps the Confederation from
collapsing into war every fiscal quarter). In the verse, Persuasion is the
currency of the Families -- every boardroom is a battlefield, every contract
a siege. On the Rim, it talks you past a checkpoint or into a discount at
the salvage market. The Chaplains call it ministry; the Faces call it craft.
Rules Reference
Field
Value
Armor Check Penalty
false
Key Ability
CHA
Opposed Skills
Deception
Trained Only
false
Untrained Use
Key Ability
CHA
Notes
Special: Successfully persuading a crowd (DC 25) grants allies a +1 morale bonus
on attacks and saves for the next encounter.
Special: Successfully persuading a crowd (DC 25) grants allies a +1 morale bonus
on attacks and saves for the next encounter.
Untrained: May attempt simple persuasion (asking directions, basic requests).
-2 penalty on contested social exchanges (vs. Deception, Intimidation,
or opposed Persuasion). No rally or diplomatic capability.
Descriptors
dc: 10
Field
Value
dc
10
task
Haggle over fair market price
dc: 15
Field
Value
dc
15
task
Convince a neutral party to help
dc: 18
Field
Value
dc
18
task
Negotiate a binding agreement
dc: 22
Field
Value
dc
22
task
Rally frightened allies under fire
dc: 25
Field
Value
dc
25
task
Negotiate with a hostile official
dc: 30
Field
Value
dc
30
task
Avert a standoff through diplomacy
Synergy
bonus: 2
Field
Value
bonus
2
from
Bureaucracy
threshold
5
bonus: 2
Field
Value
bonus
2
from
Streetwise
threshold
5
Synergies
bonus: 2
Field
Value
bonus
2
ranks
5
skill
Bureaucracy
bonus: 2
Field
Value
bonus
2
ranks
5
skill
Streetwise
bonus: 2
Field
Value
bonus
2
ranks
5
skill
Deception
Uses
application: Haggle over fair market price
Field
Value
application
Haggle over fair market price
dc
10
failure
No movement; price stays as offered.
success
10-20% discount or premium on the deal.
application: Convince a neutral party to help
Field
Value
application
Convince a neutral party to help
dc
15
failure
Party declines; may be offended if failed by 5+.
success
Party agrees to assist with a favour or payment expected.
application: Negotiate a binding agreement
Field
Value
application
Negotiate a binding agreement
dc
18
failure
Negotiation stalls; counter-offer or walk-away.
success
Agreement signed; both parties bound.
application: Rally frightened allies under fire
Field
Value
application
Rally frightened allies under fire
dc
22
failure
Rally fails; allies remain shaken.
success
Allies gain +1 morale bonus on attacks/saves for 1 encounter.
application: Negotiate with a hostile official
Field
Value
application
Negotiate with a hostile official
dc
25
failure
Official digs in; situation may escalate.
success
Official cooperates or makes significant concession.
application: Avert a standoff through diplomacy
Field
Value
application
Avert a standoff through diplomacy
dc
30
failure
Diplomacy fails; situation may escalate to violence.