Talent: Persuasion in Changeling 2512 | World Anvil
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Talent: Persuasion

Persuasion is Intimidation's slick and less violent cousin. While also a talent for helping your character get their way, Persuasion decidedly lacks negative physical reinforcement and instead is helped by the power of a good idea and confident delivery. When beginning a Persuasion roll, the player should roll Wits + the necessary knowledge to formulate a good or appealing way to market their idea. These successes can drop the difficulty of a persuasion roll. For the Persuasion roll itself, the player should decide if their appeal is based on genuine trust and friendship (roll Charisma + Persuasion) or pretense and guile (roll Manipulation + Persuasion). Proficient characters may attempt to use a combination of the two techniques, but manipulative fast-talkers are generally less trusted than friendly ones. For a hard and fast rule, characters may use Charisma on friends, allies, and contacts, while Manipulation is used for all other circumstances. Also, like Intimidation, Persuasion rolls are not mind control and a person may roll their character's Conscience or Self Control (storyteller's discretion) to avoid acting on a persuasion roll. Also keep in mind that deeply held beliefs may require 50 or more successes on an extended roll and require intensive role playing to alter a character's worldview.

Ability Level:

 
0 Abysmal: Even if you ideas are solid, you have difficulty getting people to come around to your way of thinking.
1 Novice: You know the basic tools of the trade. You can usually get people to go along with things they were already inclined to do.
2 Practiced: You've changed a few minds every now and then. You'd probably make a decent used car salesman.
3 Competent: You are used to getting your way, even if the idea you are pushing is unpopular.
4 Expert: Your ability to use words has crossed into dangerous territory, and you routinely talk people in spending money and time on your ideas.
5 Master: Every now and then, you even get people to back you and your ideas even if it goes against their nature or isn't in their best interests.

Possessed by:

Spacers, Salesmen, Administratives, Manipulative Boyfriends, Politicians, Teachers, Liberal Artists, Professionals, Religious Apologists, Spoiled Children.
Sample Specialties:   Fast-talk, The "Hard Sell", Apologetics, Appeals to Wants and Needs, Fantasy Fulfillment, Public Speeches.   Players may choose a specialty at level 4 and gain a second specialty at level 5.

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