The Storm Has a Name
Use: Macro skill.
Sample specializations: Con, bargain, diplomacy, negotiation,
Persuasion is the ability to convince or sway an acquaintance
or onlooker. The exact nature of what it is the character wants the
target to do can be almost anything; buy a product from the character,
answer a question, do the character a favor, loan the character
something, change their opinion about something to match the
character’s view, and so on.
A character generates a persuasion total against the willpower
or Mind of the target character. The difficulty may be modified by
the gamemaster using the Difficulty Number Scale based on the
nature of what the character wants the target to do. Generally the
more that a target has to do, especially if it might be dangerous, the
harder it will be to persuade them.
The attitude of the target affects how successful a persuasion
attempt will be. If the character has the time, it is usually a good idea
to first charm a target and improve their attitude towards the character,
thereby increasing the chance of a successful persuasion. The complete
rules for using persuasion can be found in Chapter Four.