17 lines
No EOL
1.8 KiB
Markdown
17 lines
No EOL
1.8 KiB
Markdown
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## Tier 1 (Persuasion 1+)
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* Silver Tongue – Mark a die as Effectful when shifting a target’s attitude by one step (Hostile → Wary, Neutral → Friendly, etc.).
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* Confidence Builder – When supporting an ally’s Social action, grant them +1 die even if you fail your roll.
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* Polished Approach – You may ignore 1 Slight on yourself during Social Encounters when using Persuasion.
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## Tier 2 (Persuasion 2+)
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* 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.
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* 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.
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* Gifted Mediator (Persuasion/Empathy) – Mark a die as Persistent; on success, two hostile parties will cease hostilities long enough for dialogue.
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## Tier 3 (Persuasion 3+)
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* 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).
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* Crowd Appeal (Persuasion/Performance) – Mark a die as Exploding; on success, influence multiple NPCs at once (up to your Presence score).
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* Debate Mastery – You may reroll 1 failed die when attempting to refute another’s arguments in a Social Conflict.
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## Tier 4 (Persuasion 4+)
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* 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.
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* Master Negotiator – When bargaining, you may flip the stakes: what you ask becomes the default assumption unless the target resists.
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* Sway the Room – Allies within Presence meters automatically gain +1 die on their next Social action; enemies gain +1 Slight. |