Persuasion (Vampire: The Masquerade 5th Edition)
Definition
Persuasion is getting someone to agree with you without lying to them or frightening them. It covers argument, charm, seduction, and negotiation, and it is the skill that closes deals in a game where almost everything is a deal. Subterfuge is what you use when the truth will not do; Persuasion is what you use when it will. For Kindred it is the safest social tool available. Dominate leaves gaps in memory that Auspex users can find, Presence wears off and leaves resentment, and Intimidation creates enemies. A vessel who agreed to be fed on, or a rival who accepted a boon, stays agreed. That is worth more over a chronicle than any Discipline.
How it works
Tips
Frequently asked questions
Persuasion or Subterfuge?
Persuasion when your case is real, Subterfuge when it is not. Storytellers usually call for Subterfuge the moment you say something you know to be false.
Can I persuade someone to let me feed?
Yes, and that is the Consensualist approach: explain enough to get consent, or frame it convincingly as something else. It is slower than force and leaves no witness problem.
Does Persuasion work on elders?
It works better than most things. Elders are resistant to Disciplines and used to being flattered, but they still respond to an offer that serves their interests.