Persuade challenges typically involve convincing an NPC, or group of NPC's, of something.


  • Your party wants to help a local candidate win an election.
  • Your party needs to parley with the local monster tribes.
  • Your party has to argue their own defense in court.
  • Your party wants to help a shy NPC win the love of his life.
  • Your party wants to make the old king believe there is a risk to his nation.

Challenge Flow

At the start of the challenge, the party determines what they want to convince an NPC of, and the GM declares that the convincing requires a Persuade Challenge. At that point, the entire party attempts influence the NPC's, using their Persuade skills to achieve victory.

Victory and Failure

Each individual success in a Persuade Challenge begins the process of convincing the NPC. Perhaps it wins a handful of converts to the church you are promoting, or overcomes a single objection of the stubborn guards.

Victory in a Persuade challenge means that the NPC is convinced. They might not give you exactly what you're looking for, but they do believe you, and act on that belief.

Each loss in a Persuade Challenge turns the NPC against the party, making them less likely to ever help. Persuade challenges can result in plot-based consequences when the party says the wrong thing to the wrong person.

Total failure in a Persuade challenge means that the party will never convince the NPC to their side. The election is lost, the love is angry, the king doesn't want to hear it anymore. The party will have to look for a different way of accomplishing their goal.

The Persuade Check

Roll your skill, and compare it to the Difficulty of the Persuade Challenge. If you beat the Difficulty, you gain one success. If you don't, you gain one loss, and suffer the Hazard. When the number of your successes meets the Requirements for the challenge, you achieve victory. If the number of your losses ever rises above the Threshold for the challenge, you fail.

Skill Abilities

Instead of making a Persuade Check, you could also use one of your Skill Abilities to have a certain outcome result. Skill Abilities may add successes or reduce Requirements, subtract failures or increase the Threshold, add to future Learn checks, or lower the Difficulty, depending on the ability used. Skill Abilities do not require Persuade Checks: their effects are automatic, when you decide to use them.


The party is put on trial by an evil chancellor, and must argue their position. The GM has decided that the chancellor has stacked the odds in their favor, making this a difficult challenge, though not an impossible one.

Prove Your Innocence
Difficulty: 21 Requirement: 8 Threshold: 3
Hazard: Each failure looks bad for the PC's, decreasing their reputation in the surrounding town. On failure, the party is locked up in the dungeon.
Progress: The party convinces the sages on the Council of their innocence with each success, but their case is still wobbly, based more on personality than on evidence.
Victory: The party convinces the Council of their innocence, and is set free, though the chancellor's spies keep an eye on them.
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