Use charm, reason, empathy, and a well-timed argument to influence others’ decisions - be it convincing a guard to let you pass or talking down a warlord.
Roll 1d100 + Persuasion bonus vs DR 100 + modifiers
Opposed Roll when the target uses Sense Motive, Insight, or Lie Detection to resist persuasion or spot your angle.
On success, the target is persuaded and agrees to your request or changes their stance within reason.
This might include:
Allowing passage or access
Delaying action or enforcing leniency
Offering support or reduced price
On failure, the target declines or becomes resistant. Further attempts may raise suspicion or make future persuasion harder.
–20 DR if you're aligned with the target’s goals or emotions
–10 DR if your request is minor, beneficial to the target, or informal
+10 to +20 DR if your request is hasty, suspicious, or poorly explained
+20 to +40 DR if you're trying to persuade someone to break rules, act against their interests, or if they dislike you
+15 DR for repeated or desperate attempts
–10 DR if you offer useful proof, a gift, or appeal to a shared cause
+10 DR if the situation is tense or the target is under pressure
Asking a trader to extend credit in a risky deal :DR = 100 + 15 (financial risk) = 115
Roll = 122 → Success → They agree to delay payment
Persuasion represents your ability to influence others through authentic or strategic communication. It doesn't rely on lies or pressure, but rather your ability to find common ground, make a compelling case, or present a situation from the right angle. From marketplaces to war councils, it is one of the most versatile and impactful social tools—especially when paired with emotional awareness and a good sense of timing.
Used well, Persuasion can open doors, defuse tensions, win votes, and shift the direction of a group or moment.
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