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Skill | Persuasion (Mind)

Alacrity Fantasy, A TTRPG by Adam J.. McKee and James G. Walker, Jr.

Persuasion measures your ability to influence others through logic, empathy, charm, or reasoned argument. It governs honest appeals, tactical flattery, patient negotiation, and impassioned rhetoric. Unlike Deception, Persuasion works best when your argument aligns with the target’s values and interests.

When You Use It:
Persuasion applies when you:

Stat Used:
Always Mind.

Untrained Use:
Persuasion may be attempted untrained using your full Mind %. Most people know how to make basic requests, though success with difficult or subtle arguments typically requires skill and experience.

Declaring Intent:
Before rolling, the player should clearly state the desired outcome of their persuasion attempt. This helps the GM determine difficulty and define what success or failure means in context.

Mechanical Effects:

Special Considerations:

Situational Modifiers:
Apply the Difficulty Ladder based on the target’s attitude and the context:

+50% — Target is friendly and agreeable
+40% — Target is grateful or eager to believe
+30% — Strong arguments or clear benefits are presented
+20% — Familiar setting and positive rapport
+10% — Neutral target and modest request
0% — Standard appeal to a reasonable person
–10% — Target is distracted or mildly annoyed
–20% — Tense situation or prior friction
–30% — Skeptical or deeply concerned target
–40% — Hostile or ideologically opposed target
–50% — Request violates target’s core beliefs or values

Narrative Examples:

Player Note:
Always state your intended goal when persuading. Success means achieving that outcome, but persuasion cannot override deeply held beliefs or force targets into completely illogical actions. Use Insight to gauge receptiveness before committing to risky arguments.


Optional Rule — Disposition Scale (Social Influence Tracker):

For GMs who want a structured approach to NPC reactions, the Disposition Scale offers a framework to track and shift attitudes during interactions.

Disposition Ranks:

1 — Hostile (Violent and ready to kill)
2 — Hateful (Deep resentment, eager to sabotage or confront)
3 — Unfriendly (Suspicious and obstructive)
4 — Neutral (Indifferent and uninvested)
5 — Friendly (Polite and cooperative)
6 — Supportive (Personally loyal and eager to assist)
7 — Devoted (Deeply loyal or affectionate, may risk themselves or join the cause)

Shifting Disposition:

Determining Initial Disposition:
If an NPC has no narrative or story-driven stance toward the PCs, roll a d10:

Using Disposition:
Disposition influences how NPCs react:

GM Note:
This system should support, not override, narrative logic. Use Disposition when relationship-building and diplomacy matter. In routine or casual encounters, feel free to bypass it and resolve scenes with simple roleplay.

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File Created: 05/01/2025
Last Modified: 05/01/2025