PERSUASION


Persuasion allows you to influence others you interact with. You can shift emotions, form a reputation, intimidate or charm others, run a business, and become a leader. Persuaders are able to affect the people around them easier than any other character.


SKILLS


1. Calm

Prerequisites: persuasion level 1

Whenever someone is trying to conduct actions on emotional impulse, you can roll to shift them into a calmer state. The DC for this roll is 7.

Rank 2

The DC for this roll decreases to 5.


2. Rile

Prerequisites: persuasion level 1

A persuader can roll to emotionally charge others and try to make them act on emotional impulse. The DC for this roll is 8.

Rank 2

The DC for this roll decreases to 6.


3. Inspire

Prerequisites: calm and rile

The persuader is able to aid others when they perform an action with nothing but a few encouraging words and a roll of the dice. The DC for this roll is 7. On a successful roll, the target’s roll is boosted by 1. This can apply once to any given roll.

Rank 2

The DC for this roll decreases to 5.


4. Haggle

Prerequisites: persuasion level 3 and calm

When engaging in trade, a persuader can haggle prices down. For every item type, an opposed roll can be made to reduce the listed price. If your roll is higher than the seller’s, the price drops by 5% for every point that your roll is higher.

Rank 2

Add 1 to your  haggling rolls permanently.

Rank 3

Add 2 to your haggling rolls permanently.


5. Barter

Prerequisites: persuasion level 3 and calm

When engaging in trade, a persuader can improve the selling rate of their goods. For every item type, an opposed roll can be made to improve the offered price. If your roll is higher than the buyer’s, the price improves by 5% for every point that your roll is higher.

Rank 2

Add 1 to your bartering rolls permanently.

Rank 3

Add 2 to your bartering rolls permanently.


6. Charm

Prerequisites: persuasion level 3 and rile

A persuader can roll to improve someone’s neutral (or better) disposition towards them in an effort to obtain favours. The DC for this roll is 8.

Rank 2

The DC for this roll decreases to 6.

Rank 3

This roll can be performed on people with an existing negative disposition towards you. The DC for these targets is 8.


7. Intimidate

Prerequisites: persuasion level 3 and rile

A persuader can roll to exert power over another creature in an attempt to force compliance with your intentions. With wild, non-sapient animals, this will likely only prevent conflict. The DC for this roll is 8. On a successful roll, the target will be significantly more compliant, but their disposition toward you will drop.

Rank 2

The DC for this roll decreases to 6.

Rank 3

The DC for this roll decreases to 4.


8. Orator

Prerequisites: persuasion level 5 and inspire

An orator is capable of persuading large groups of people. Calm, rile, and inspire can all be used on multiple targets behaving as a group. The DC for each check is increased by 2.

Rank 2

The penalty on orator checks decreases to 1.


9. Management

Prerequisites: persuasion level 10 and either haggle or barter

A manager is able to erect and establish a business to offer goods or services. A shop must be stocked with the necessary goods, and a service centre must have the appropriate staff. If the owner is away, there must also be a staff member to run the shop. Every staff member will expect to be paid at least 100 lux for a full day. Every day, roll a d20 and multiply it by 10 to determine the money in goods or services. That you have earned for the day. Every critical success increases your reputation, boosting subsequent rolls by 1 cumulatively. Every fumble will bring some issue to the attention of the owner in the near future (at the GM’s discretion).


10. Leadership

Prerequisites: persuasion level 10 and orator

When leading a group of people, a leader can roll to maintain direct control over the group. The DC for this roll is 5. When issuing a new directive, the leader must reattempt this roll. The directives should still be in the group’s interest.


11. Reputation

Prerequisites: persuasion level 10 and either charm or intimidate

A persuader with a reputation will be known beyond their immediate circles. When someone has heard of their exploits, the persuader will get +2 to all persuasion rolls made against that person that comply with their reputation.