## Tier 1 (Persuasion 1+) * Silver Tongue – Mark a die as Effectful when shifting a target’s attitude by one step (Hostile → Wary, Neutral → Friendly, etc.). * Confidence Builder – When supporting an ally’s Social action, grant them +1 die even if you fail your roll. * Polished Approach – You may ignore 1 Slight on yourself during Social Encounters when using Persuasion. ## Tier 2 (Persuasion 2+) * Commanding Presence – Mark a die as Powerful; on success, plant a short-lived command (“Wait,” “Listen,” “Stop”) that must be obeyed for a number of minutes equal to the die’s value. * Rousing Words (Persuasion/Command) – Once per scene, rally allies before or during a Social Encounter; they ignore 1 Slight and gain +1 die on their next Social roll. * Gifted Mediator (Persuasion/Empathy) – Mark a die as Persistent; on success, two hostile parties will cease hostilities long enough for dialogue. ## Tier 3 (Persuasion 3+) * Lingering Idea – Mark a die as Effectful; on success, plant a suggestion that will resurface the next time you meet the target (counts as 1 free Slight on them). * Crowd Appeal (Persuasion/Performance) – Mark a die as Exploding; on success, influence multiple NPCs at once (up to your Presence score). * Debate Mastery – You may reroll 1 failed die when attempting to refute another’s arguments in a Social Conflict. ## Tier 4 (Persuasion 4+) * Inspire Devotion – Once per scene, you may bond a target to you (or your cause) at 1 Bond level if their attitude is Friendly or better. * Master Negotiator – When bargaining, you may flip the stakes: what you ask becomes the default assumption unless the target resists. * Sway the Room – Allies within Presence meters automatically gain +1 die on their next Social action; enemies gain +1 Slight.