Page 84 - World of Darkness
P. 84

Roll Results                                    Roll Results
                Dramatic Failure: Your character not only fails to  Dramatic Failure: Not only does your character fail
             make headway against her competitor, she has to make  to convince or distract the subject, his clumsy effort turns
             some concessions or the talks will break down altogether.  her against him or she is alerted to trouble. No successive
             Your character loses one success from her accumulated  attempts are allowed and the intended target may call se-
             total.                                          curity.
                Failure: Your character makes no headway against  Failure: Your character has no success in getting the
             her competitor. Time to try a different tack.   subject to listen to him.
                Success: Your character stakes out a significant posi-  Success: Your character’s blather lulls the target into
             tion against the competition that may be difficult to over-  a daze of compliance.
             come.                                              Exceptional Success: Your character has the subject
                Exceptional Success: A bold move on your character’s  eating out of his hand. She hangs on every nonsensical
             part places her in a highly advantageous position that is  word and may be distracted for minutes or could be con-
             hard for the opposition to overcome.            vinced to leave the room entirely.
                Suggested Equipment: Access to legal texts (+1),  Suggested Equipment: Convincing clothing (+1),
             pertinent background information on the opposing party  cash or expensive jewelry (+1), a genuine or fake ID (+2)
             (+1), legal credentials (+2), resources to facilitate bribes,  Possible Penalties: Inappropriate appearance (-1 to
             kickbacks or fund luxury junkets (+3), evidence to black-  -3), lack of bribery items (-1), subject hard of hearing (-3)
             mail the opposition (+1 to +5)
                Possible Penalties: Lack of research (-1), language  Oratory
             barrier (-2 to -5), lack of negotiating chips (-4)
                                                                Dice Pool: Presence + Persuasion + equipment ver-
                                                             sus highest Resolve + Composure of audience
             Fast-Talk
                                                                Action: Contested
                Dice Pool: Manipulation + Persuasion + equipment  Sometimes your character is called on to convince a
             (talker) versus Composure + Empathy or Subterfuge (sub-  crowd of people to accept his assertions, calling for a rous-
             ject)                                           ing, compelling speech. This is a contested action. Roll
                Action: Contested                            Presence + Persuasion + equipment versus the highest
                Your character needs to convince another person to  Resolve + Composure present in the audience. If the ora-
             perform a service, to look the other way or to simply be  tor wins, he convinces the crowd. If he fails, one or two
             distracted for a few moments’ time. Or maybe he just wants  people believe, but the group on the whole is unconvinced.
             to convince some thugs to let him go. Rather than cook  A tie indicates that the group is willing to listen, but re-
             up an elaborate lie or ruse, he hurls explanations, excuses,  mains unconvinced. In the case of a failed or tied effort,
             pleas and/or trivia at his target in hopes of bewildering  your character can make a successive attempt (see p. 132)
             her. The intent is to achieve his intended result in the  if the Storyteller agrees that the crowd is willing to listen.
             confusion.                                         Note that oratory conducted to convince a crowd to
                Fast-talk is a contested action. Roll Manipulation +  do what your character wants is different from a perfor-
             Persuasion + equipment for your character, against the  mance. The former is based on Persuasion, because your
             target’s Composure + Empathy or Subterfuge. (Empathy  character tries to sway listeners, while the latter is based
             if your character preys upon the subject’s feelings, Subter-  on Expression, because your character simply seeks to en-
             fuge if he preys upon her intellect.) If your character wins,  tertain or inform an audience.
             the subject performs the intended minor chore, or is oth-
             erwise tricked into doing what your character wants. If  Roll Results
             the target wins, she sees through the bluster and refuses to  Dramatic Failure: Not only does your character fail
             comply or needs further convincing (see “Cutting a Deal,”  to persuade the crowd, his clumsy effort turns the mob
             above, at this point). If the two tie, the subject is in a  against him. No successive attempts are allowed and the
             daze, not convinced to do anything yet too confused not  crowd could try to physically silence him.
             to listen. In the case of a failed or tied effort, your charac-  Failure: Your character has no success in getting the
             ter can make a successive attempt (see p. 132) if the Sto-  crowd to listen to him.
             ryteller agrees that the subject can or will still listen.  Success: Your character’s speech convinces the crowd
                Fast-talk can be used to achieve only harmless favors  to accept his assertions.
             or results, such as gaining entrance to a club, allowing  Exceptional Success: Your character has the crowd
             your character to “take a closer look” at the diamonds  eating out of his hand. They accept whatever he says.
             that should be kept under glass, or distracting a guard while  Suggested Equipment: Intimidating uniform or ex-
             partners sneak by. It cannot be used to convince subjects  pensive suit (+1), megaphone (+1), professional sound
             to perform actions that are patently dangerous or harm-  and video system (+2), state-of-the-art media suite (+3)
             ful. The target still retains her common sense.    Possible Penalties: Audience distracted (-1), audi-
                                                             ence aggressive (-3), unimpressive or inappropriate ap-
                                                             pearance (-1 to -3), laryngitis (-5)

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                                                                         SOCIAL SKILLS-PERSUASION
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