Persuasion (Cyberpunk RED)
Definition
Persuasion is the general-purpose social skill: making an argument, applying charm, leaning on someone without threatening them outright. It covers most of what happens when a scene is settled by talking rather than by shooting, which in a well-run Cyberpunk RED game is most scenes. It keys off COOL, so it measures composure and presence rather than empathy. The Persuasion character is not necessarily the one who understands people best, they are the one who does not flinch. At the table it is the fallback for negotiations, for talking past a guard, and for the moment a job goes sideways and somebody has to explain to an armed stranger why nobody needs to die tonight.
How it works
Tips
Frequently asked questions
Persuasion or Bribery?
Persuasion when you have an argument, Bribery when you have money and the target has a price. Bribery works on people who do not care what you think but do care what you are holding.
Can I persuade someone into something suicidal?
Not realistically. GMs raise the DV sharply for anything that cuts against a target's core interests, and past a point they will say no. Persuasion works with self-interest, not against it.
Does COOL matter as much as the skill?
It matters a lot. COOL caps at 8 and adds directly to every roll, so a face character usually pushes COOL high and pairs it with ranks rather than relying on either half alone.