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Persuasion (Cha)

You can influence others with your tact, subtlety, and social grace, or you can threaten them into being more cooperative.

  • Change Attitude: As a Full-Round Action, you can make a Persuasion check to adjust the attitude of a creature with in Intelligence of 2 or higher using words, body language, or a combination of the two. The target must be able to see you. Apply a modifier to the check based on the target's current attitude to you (See table below). If the check equals or exceeds the target's Will Defense, the target's attitude shifts one step in your favor. If the target creature cannot understand your speech, apply a -5 penalty on your Persuasion check. You may attempt to change the attitude of a given creature only once per encounter.
ATTITUDE MODIFIER TO CHECK THE CREATURE...
Hostile -10 Takes risks to harm you, usually attacking on sight
Unfriendly -5 Wishes you ill, but won't go out of it's way to harm you
Indifferent -2 Regards you as neither a threat nor an ally, and probably doesn't attack you
Friendly +0 Wishes you well, but won't take life-threatening risks on your behalf
Helpful - Takes risks to help you
  • Haggle: Whenever you use the Gather Information skill, you can make a Persuasion check as a Swift Action to reduce by half the amount you must pay to acquire the information you desire. Conversely, you can use this skill as a Full-Round Action to increase or reduce the sell price of a desired item by 50%. The DC depends on the attitude of the individual (Or individuals) with whom you're dealing: Unfriendly DC 30, Indifferent DC 25, Friendly DC 20, Helpful DC 15. You can't haggle with creatures that are Hostile toward you or creatures that have an Intelligence of 2 or lower. No matter how adept you are at haggling, a creature won't pay more for an item that can easily be obtained elsewhere for the standard listed price.
  • Intimidate: As a Full-Round Action, you can make a Persuasion check to force a single creature with an Intelligence of 1 or higher to back down from a confrontation, surrender one of it's possessions, reveal a piece of secret information, or flee from you for a short time. The creature must be able to see you. Your check result must equal or exceed the target's Will Defense for the intimidation attempt to succeed. You can't force the target to obey your every command or do something that endangers it; life or the lives of it's allies. A creature you successfully intimidate becomes one step more hostile toward you as soon as you are no longer an immediate threat (See Attitude table above). Apply a modifier to the check based on the threat the target perceives from you:
SITUATION MODIFIER
Target is Helpless or completely at your mercy +5
Target is clearly outnumbered or disadvantaged +0
Target is evenly matched with you -5
You are clearly outnumbered or disadvantaged -10
You are Helpless or completely at the target's mercy -15
  • Retry: If you fail a Persuasion check, you cannot make any further Persuasion checks against the targeted creature for 24 hours.
  • Special: You can Take 10 on a Persuasion check, but you can't Take 20.
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