D6 Attributes
Allies &
Guestbook |
III. ATTRIBUTES
AND SKILLS
Many of the skills that are used in Starcraft D6 are exactly the same as those used in West End Games' Metabarons game, or the new DC Universe. However, I have made a few changes. The links below lead to each Attribute and explanations of the skills they control (many of the skills are more completely explained in the West End Games rulebooks). Attributes:
Strength: raw physical power for lifting, jumping and fighting.Skills are listed under each Attribute. Terms:
If a skill is listed by not given any other information, assume that it is available in one of West End Games' products (probably the Star Wars books, 3rd Edition). |
Brawling
Time Taken: One action.
Specializations: none.
Difficulty: Easy (10)
Brawling covers basic hand-to-hand combat.
It is less graceful than Martial Arts, but can be equally effective.
A character will do an amount of damage equal to his Strength + 1D per
Effect Value (10 over the Target Number).
Note: Brawling may be taken under Strength of
Dexterity.
Climbing
Time Take: One action (but GM's may decide to have characters
just roll once for an entire "pitch")
Specializations: Different things climbed: buildings,
trees, rock faces.
Difficulty: Moderate (15)
While Climbing covers the actual act
of scampering up something, it may also be used when a character tries
to do things like hold on to the hood of a speeding car (the "TJ Hooker
maneuver") or grab on to the struts of a helicopter as it takes off, etc.
The difficulty may be increased if the character is burdened or wearing
armor.
Jumping
Time of Use: 1 action. Note that "big" jumps may require
a certain amount of "hang time." GM's should consider this in modifing
difficulties for other actions that are attempted while the character is
in the air.
Specializations: None.
Difficulty: The distance covered depends on die total
attained. See below.
Jumping is not really an "academic" skill,
but it is a talent that may be cultured nonetheless. You may notice
a somewhat strange progression in the distance covered and the number of
successes. This is because almost anyone can jump at least a little,
but only a few people can really jump far. A roll of 40 is about the maximum
that an Olympic jumper could get (assuming he didn't use Wild Dice, Chi
or Character Points--all of which, I think, are illegal at the Olympics)--this
assumes a Strength of 4 + Jumping skill of 6 (World Class) and a getting
an average of 4 or greater on each die. After 40, the distance increases
dramatically. This is because the jumper will only get this far if
aided by technology (cybernetics) or some other "superhuman" means (Chi
or Character Points).
I would recommend to GM's that a result of 40 be
the "maximum" allowed any non-augmented jumper (this includes the use of
Chi and CP's) because the laws of physics and gravity have to apply somewhere.
There is simply no way for a "normal" human to jump 50 feet horizontally!
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Horitzontal: about 2.5 feet.
Vertical: about 3 feet. |
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Horizontal: about 4 feet.
Vertical: about 4 feet. |
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Horizontal: about 6 feet.
Vetical: about 5.5 feet. |
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Horizontal: about 10 feet
Vertical: about 6 feet |
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Horizontal: about 15 feet.
Vertical: about 7 feet |
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Horizontal: about 20 feet.
Vertical: about 8 feet |
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Horizontal: about 25 feet.
Vertical: about 10 feet. |
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Horizontal: about 30 feet (this is about the current world record).
Vertical: about 12 feet. |
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Horizontal: about 40 feet.
Vertical: about 15 feet. |
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Beyond 50, a jumper may only achieve these distances if aided by magic or technology. Even Chi and CP's should not be permitted to carry a jumper this far. | ||
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Horizontal: about 75 feet
Vertical: about 35 feet. |
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Horizontal: about 100 feet.
Vertical: about 50 feet. |
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Horizontal: about 125 feet.
Vertical: about 75 feet. |
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For each additional 5, add about 25 feet to the result. |
Lifting
Time Taken: 1 action
Specializations: none
Difficulty: Depends upon the weight and bulkiness of the item.
Lifting represents more an innate ability
than a learned skill (though you can certainly learn the "correct" way
to lift heavy objects). Difficulty depends on the weight of the object.
The table below indicates the difficulty of lifting a common object of
about the provided weight. Characters will be able to life much more
than this amount if they bench press (approximately 3 x the amount)
or do a dead lift (approximately 4x this amount)
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Acrobatics
Time Taken: One round
Specializations:Tumbling, Balancing, Swinging
Acrobatics is used whenever a character
attempts to make an unusual or difficult maneuver with her body. A character
may attempt an Acrobatics check if they fall or are thrown to the ground
to roll to her feet or avoid damage (roll Acrobatics versus the damage.
If the Acrobatics roll is higher, subtract the difference from the damage
taken).
Acrobatics may also be used in combat. If
a character uses Acrobatics during combat they can potentially reap one
of the following benefits:
Dodge
Time Taken: One round.
Specializations: None.
Dodge is the art of getting out of the way.
A character need only make one Dodge roll per round. The result becomes
the base difficulty for anyone shooting or throwing anything at the character.
Thus, if a character makes a Dodge roll resulting in 20, enemies will need
at least a 20 to hit the character. The Dodge result replaces
the base difficulty, thus a bad Dodge result can put the character in a
worse position than if he had just stood still. Dodge may also be
used to get out of the way of other objects that are not purposely aimed
at the character, such as falling boulders, careening busses or out-of-control
skateboarders.
Drive
Time Taken: One round.
Specializations: Particular types of vehicles, such as
Motorcyles, Jeeps, Hovercraft, etc.
Drive applies to the conduction of commonplace passenger
vehicles. It won't do you a lick of good in a tank...
Firearms [Archaic Weapons/Firearms (Pistols and Rifles)/Light
Artillery/Heavy Artillery/Vehicle Weapons/Remote Weapons]
Time Taken: One round.
Specializations: Particular weapons types. For example,
Firearms: Rifles.
When choosing the Fire Weapons skill, the player
must choose one of the categories listed above. The character is
considered unskills in all the other categories unless they too are selected.
Marines using may only use Gauss rifles when wearing
a Powered Combat Suit, but they fire them using the Firearms: Rifle skill.
Martial Arts
Time Taken: One round.
Specializations: none.
Difficulty: Moderate (12) for standard blows (Damage = STR +1D
per Effect Value); Special Moves have variable Difficulties.
Martial Arts covers the study of unarmed
hand-to-hand combat. At character creation, the character receives one
special maneuver for each die they place in the skill. When
the character advances with experience, each special move costs an additional
8 CP's (a character can buy as many as he would like).
Example: Coburn has a Dexterity of 3D and at character creation adds an additional die into Martial Arts (giving him a total of 4D in Martial Arts). He chooses Disarm, Elbow Smash, Multiple Strikes, and Power Block. Later, he increases the Martial Arts skill from 4D to 5D (costing 12 CP's) and decides to purchase Spinning Kick for an additional 8 CP's.SPECIAL MOVES
Missile Weapons
Time of Use: 1 action.
Specializations: Particular archaic missile weapons:
Bow, Crossbow, Slingshot, Dartgun, etc
Pilot [Aircraft/ Starfighter / Freighter / Capital
Ship]
Time of Use: 1 action.
Specializations: Particular models of machinery within the chosen
category.
When the player chooses Pilot, he must choose one
of the categories within the brackets. He is considered unskilled
in all other areas.
Ride Animal
Time of Use: 1 action.
Specializations: Particular animals.
Running
Time of Use: 1 action.
Specializations: none
Difficulty: Easy. May be increased if there are
obstacles or the character is burdened.
Running includes not only the ability to
move your feet rapidly, but also of avoiding objects and stumbling while
you are doing so. Running is often one of those essential skills
for avoiding becoming dead.
Throwing
Time of Use: 1 action.
Specializations: Particular objects: grenades, spears,
shoes.
This covers the hand-eye coordination required to
pick something up and hit a target. Difficulty depends on whether
the object was designed to be thrown and range (see Equipment).
Resistance:
Time of Use: 1 round.
Specializations: Particular forms of duress: Drugs,
Pain, Gravitational forces (good for pilots), etc.
Resistance indicates the character's physical
resiliency against outside duress, such as pain or drugs. Furthermore,
for when a character rolls to establish his Hit Points, he may roll Resistance
if it is higher than his Constitution. Also, as he may roll an additional
die each time he increases his Resistance skill level (only to the general
skill, not Specializations).
Swimming:
Time of Use: 1 action.
Specializations: None.
When you know how to
swim, you generally won't drown. This is a good thing.
Willpower:
Time of Use: 1 action.
Specializations: None.
Willpower represents the strength of the
character's mind and ability to resist outside influences. Characters
must make Willpower checks to avoid temptations, fight the powers of suggestive
drugs, and remain conscious when physically weak or in extreme pain.
Psionic individuals may use their Willpower
to perform certain actions. Some machines, such as the Protoss
Slipbike, respond only to the users will rather than physical commands.
These individuals may Specialize in using these particular machines.
Alien Species
Time of Use: 1 round.
Difficulty: Moderate (15).
Specializations: Particular species: Human; Protoss; Zerg.
Alien Species is the knowledge
of the biology, culture and general inclinations of a particular species.
Astrogation
Time of Use: 1 minute to several hours.
Difficulty: Depends on distance travelled. See Space
Travel.
Specializations: None.
To travel the stars via hyperspace, an individual
must know how to navigate around the various planets, suns and nebulae
that will smash, burn, or simply disintigrate one's ship. This is
done with a combination of star charts, mathematics, and a fair bit of
guessing.
Bureaucracy
Time of Use: 1 round to several hours.
Difficulty: Easy (10). May be increased for particularly
obscure or secret bureaucratic information.
This character has an unfortunately advanced
knowledge of how bureaucracies work. They will know who is in charge
of what duties, where paperwork is kept, and what processes must be followed
to get something done in a bureaucratic chain of command. Every species
has its own kind on bureaucracy, and a smart individual can learn how to
use it to his advantage.
Business
Time of Use: usually ongoing.
Difficulty: Moderate (15) for most matters.
This character knows how economic principles
can be best applied to a given situation. They can organize profit-making
ventures, find appropriate contacts, and recognize needed resources.
In Starcraft, characters with Business may make a Moderate (15) Business
Check once per game to gain an additional RP for their team. They
gain an additional RP for each Effect Value of the attempt (Chi and CP's
may not be spent on this attempt). Only one character per team may
attempt this in a game, but characters may aid each other (+1D for each
additional character skilled in Business).
Communications
Time of Use: 1 round.
Specializations: None.
Difficulty: usually Easy (10).
Represents familiarity with various forms
of communication devices and how to best use them. It may also be
used to diagnosis problems or propose improvements, though the actual work
requires Electronics.
Computers
Time of Use: 1 round.
Difficulty: Easy (10). Increased for complex actions like
Hacking (Difficult to Ex. Difficult) and breaking encryptions (depending
on the strength of the cipher).
Computers represents an overall ability to use and
manipulate computers. The character not only knows how to access
files, but can break through security, program, and do all sorts of other
fun things. It may also be used to diagnosis problems or propose
improvements, though the actual work requires Electronics.
Demolitions
Time of Use: 1 round to several minutes.
Specializations: Particular explosives.
Difficulty: Moderate or higher (generally).
A character skilled in Demolitions is able to recognize,
build and disarm bombs of all sorts. It's a very dangerous skill
to employ, since failure often results in detonation. Regardless,
it's usually better to attempt to disarm a bomb than just let it
sit and go off by itself!
Education
Time of Use: 1 round to several hours.
Specializations: Particular areas of study.
Education indicates the depth of the character's
academic background. Characters may make Education checks in areas
that require general knowledge, such as Geography, History, Greek mythology,
basic mathematics, etc. This differs from Social Sciences, Life Sciences
and Physical Sciences in that the knowledge is not generally applicable
to real problems in front of the character--it only indicates that the
character has a very general knowledge.
The table below gives a rough idea of what each
level in Education represents. Note that it is not necessary to go to college
to have a level 3 or 4 Education, it just means that the character has
invested time in learning on his own (in fact, lots of people who
graduate from college never paid much attention and might only have a level
2 Education).
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Elementary School |
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High School |
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College |
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Post-graduate studies |
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Advanced studies |
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World reknowned scholar |
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Revolutionary scholar |
Electronics
Time of Use: 1 round
Difficulty: Varies greatly. Usually Moderate (15).
Specializations: Various electronic devices: optics;
shield generators; starship systems; building systems; etc.
Electronics represents a comprehensive
knowledge of "things with wires." Got it?
First Aid
Jury Rig
Time of Use: 1 round to several minutes.
Specializations: Jury-rigging particular objects such
as cars, weapons, or computers.
Someone with Jury Rig can fix almost anything,
at least for a few minutes. This is the quick-fix, the hack, that gets
something working when it needs to be working. But without more time
and better parts, it won't last long. A Jury-rigged item will continue
to function for 1 hour per Effect Value point. The GM may alter this
time table as he sees fit. Some very broad examples of Jury-rigging
and the associated difficulties are given below:
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Getting a decent, but malfunctioning, car started | Easy (10) |
Fixing the heat sinks on an old computer so it will run without overheating. | Moderate (15) |
Working out the kinks in an old elevator that won't budge. |
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Re-attaching a wing to a busted up airplane |
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Re-wiring a newly discovered and extremely complex alien technology. |
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Language (Special) [Particular Language]
Time of Use: 1 action to speak, 1 round to translate.
Difficulty: Easy for common languages. Difficulty
increases with more rare languages or dialects.
Specializations: Any Language skill is considered a Specialization.
See below.
When a character selects Lanuguage, he must choose
a particular language in which he is skilled. All characters are
considered to have a Languages skill of 3D in their native language.
Law
Time of Use: 1 round.
Difficulty: Easy for knowing basic information.
Difficulty increases for understanding more complex legal regimes or employing
legal knowledge ni a professional manner (trying a case, etc.).
Specializations: The laws or particular planets or sectors.
With Law, a character understands how legal
regimes work and what must be done in order to comply with those laws.
Skilled characters may attempt to use the law to defend themselves (or
others), gain access to information, or have the weight of authority brought
done upon another person (i.e., charging them with a crime). Different
cultures have different laws. Thus, a character may be very familiar
with the laws of one country and completely ignorant regarding others.
Mechanics
Time of Use: 1 round for simple attempts. Often will take
several minutes or hours for most repairs. Larger projects will take days.
Specializations: particular machines: Walkers (Goliaths
and Dragoons); Starships; Passenger Vehicles, etc.
Difficulty: Depends on the action attempted and the condition
of the unit worked on. Default is Moderate (15).
Mechanics is somewhat of a catch-all
skill for the physical repairs of mechanical units. It usually applies
to the actual, moving parts and their engines. Electronics is to
be used for on-board computers, shields, optics, and other more specialized
systems.
Medicine (A)
Time of Use: 1 round to several hours or days.
Prerequisites: Sciences 4D, First Aid 5D, Education 4D
Specializations: Particular areas: cardiology, optomology,
etc.
Difficulty: Depends on action attempted. 5 to render
basic aid. 10 to peform advanced aid (patient is Mortally Wounded).
15 to perform light surgery. 20 for basic surgery. 25 for invasive
surgery or to diagnosis a rare disorder. 30 for experimental
or novel work.
Special: Though Medicine is under Knowledge, when the
skill is taken, it is at 1D (not the character's Knowledge skill). At 1D
will be considered a medic or med student. At 2D, a registered Nurse
or an intern. At 3D, a doctor. At 4D, a specialist or experienced
doctor. At 5D and above, the doctor will have a good reputation in
the field, perhaps even be world reknowned.
Medicine represents the whole of medical
sciences, from advanced medic procedures, to surgery, to experimentation
and development. When a character uses the Medicine skill to perform
first aid and basic field/emergency procedures (including light surgery),
it is added to the character's First Aid skill. Furthermore, it may
be added to Physical Sciences rolls when performing biological experiments.
Finally, it may be added to Research skills when doing a medical research
in libraries or with a computer.
Penalties may accrue when working in substandard
conditions or with patients who are not human.
Navigation
Time of Use: 1 round.
Difficulty: Easy (10); modified depending on conditions
and the familiarity of the character has with her surroundings.
Specializations: particular local areas.
Navigation is the ability to orient
onself by terrestrial landmarks. This includes using stars, but only
in so far as they provide directions and relative distances to other places
on a planet's surface. Stellar navigation is controlled by Astrogation.
Sciences
Time of Use: 1 action (to several hours, depending on the action).
Specializations: Particular fields of study: Physics,
Chemistry, Biology, etc.
Difficulty: Easy (10), but increased for more complex
or obscure scientific theories.
Sciences represents knowledge in fields
such as physics, mathematics, chemistry and biology.
Scrounge
Time of Use: 1 round to several hours (GM's discretion).
Specializations: None.
Difficulty: Moderate (15). Modify for available resources
to scrounge in (dumps are better than jail cells).
Scrounge is the ability to find useful things
just about anywhere. Need a broken television? A battery with
some juice still in it? This is the skill for you. Find both
useful things and semi-valuable junk. With the right skills, you
may find just the part you need to get you car, toaster or robot working
again...
Security
Time of Use: 1 round to several minutes.
Specializations: Various types of security systems: Terran
Installations; Protoss Bases; Zerg Colony, etc.
Difficulty: Moderate (15). Varies widely depending
on the quality of the defending security system.
Security represents the ability to set up
solid security systems or to defeat them. It also includes knowledge
of encryption devices, various codes, mechanical locks, and just about
anything one person would use to keep something from another.
Sensors
Time of Use: 1 round to several minutes.
Specializations: None.
Difficulty: Easy (10). May be increased due to conditions
such as terrain, ambient radiation, poor quality sensors, etc.
Sensors is the ability to best use
mechanical sensory devices. It may also be used to diagnosis problems
or propose improvements, though the actual work requires Electronics.
Streetwise
Time of Use: 1 round.
Difficulty: Easy. Difficulty may be increased if
used in a city unfamiliar to the character.
Streetwise represents a character's ability to
tap into the resources of the darker side of society. This skill
may be used to procure stolen items, contact assassins, or score some drugs.
It may also be used to find more unsavory and alien creatures and items.
Tactics
Time of Use: 1 round.
Difficulty: Dependent upon the situation. See Combat:
Mass Combat. To guess an enemy's strategy, toll vs. Opponent's
Tactics.
Tactics is used whenever a commander attempts
to guide his troops into battle. It may also be used to second-guess
an opponent and predict means of attack.
Weapons Technology
Time of Use: 1 round to several hours depending on the action
taken.
Specializations: particular weapons classes: Archaic
Weapons; Firearms; Psionic Weapons; Starship Weapons; Vehicle Weapons;
etc.
Weapons Tech refers to one's knowledge of
various forms of weaponry and how to build and/or repair them.
Value
Time of Use: 1 round to several if the
character must research the item.
Specializations: particular types of items (jewelry, weapons,
technology, texts, etc.)
Difficulty: Easy (10). GM's should freely modify
this difficulty, depnding on the obscurity of the item.
Value represents the a familiarity with the
economic value of things--books, real estate, collectibles, etc.
Investigation
Time of Use: 1 round to several hours or days.
Difficulty: Highly variable, depending on the circumstance.
Easy for general background checks and research. Difficult for probing
into deep, dark secrets.
Specializations: Particular areas of investigation: crime, forensics,
scholarly research, etc.
A character with Investigation has honed her ability
to pick up on clues, follow complex paper-trails, and put together disparate
pieces of puzzles. This skill often comes in handy for routing out
criminals, uncovering secret motivations behind business transactions,
and discovering the truth behind long, lost secrets.
Gambling
Time of Use: 1 round. Can roll for whole "games" or gambling
events.
Specializations: Particular games: Poker, Blackjack, Protoss
Psi-chess, etc.
Difficulty: Depends on the game. Generally, Easy
for simple games up to Very Difficult for very complex ones. Can
be used as an Opposing Action against other gamblers.
Gambling can be found all over the Koprulu Sector--in
the back rooms of the local Supply Depot, the bunks of Barracks, and, most
likely, between the technicians killing time in the stock room of a Command
Center. Skilled gamblers can make a nice little income just playing
the various games available on a base.
Profile
Time of Use: Depends on difficulty (See below).
Difficulty: Moderate (15), modified by the table below.
Specializations: Detecting certain behavioral patterns
such as lying, worry, anger, apprehension, guilt etc.
With Profile, a character can attempt to
size up a target, making educated estimates of the target's emotional and
mental state. The longer the skill user studies her subject, the
greater chance she will draw the appropriate conclusions. The base
difficulty is the target's opposing Willpower check. Additional difficulty
modifiers are as follows:
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Surface emotions | + 0 |
Emotions or thoughts the target actively attempting to hide | + 5 |
Emotions or thoughts that the target is in denial about | +10 |
Emotions or thoughts that the target doesn't even know he's having (secretly in love with someone, etc.) | +15 |
Attempting to use this skill in a single round | +15 |
Spending 3 rounds to use this skill. | +10 |
Spending 5 rounds using this skill. | +5 |
Spending a full minute using this skill. | +0 |
Interviewing target (asking personal questions). | -10 |
Observing the target closely for more than one hour. | -7 |
Search
Time of Use: GM's discretion. It depends on how
large the area searched is and what is being sought.
Specializations: None.
Search represents the character's ability to pick
up on clues, notice little details, and general alertness to her surroundings.
Stealth
Time of Use: 1 round.
Specializations: Type of habitat in which character seeks
to be stealth: Forest, Urban, Aquatic, etc.
With Stealth, a character attempts to move
unnoticed. This skill includes walking silently as well as hiding
in shadows and blending in with a crowd. A character using stealth
moves at half-speed (walking). To move quickly while being stealthy,
the character must endure increased difficulty levels (GM's discretion).
Survival
Time of Use: One roll should represent 1 "event."
Specializations: Particular habitats: Forest, Jungle,
Urban, Aquatic, Desert, Arctic, etc.
A character with Survival may attempt to
endure the rigors of the natural world in a number of environments and
situations. The skill is used when the character must find food and
shelter or take other actions to survive in the wild. Note that
Survival
only covers what is needed for substinence. If you want to build a nice
house like they have on Gilligan's Island, you'd better learn Craftsmanship:
Carpentry or something similar...Difficulty levels increase when the character
is using Survival not only for himself but to aid others as well.
Tracking
Time of Use: 1 round.
Specializations: Tracking in particular habitats:
Forest, Jungle, Urban, Subterranean, Desert, Arctic, etc.
Difficulty: Easy (10) to Difficult (20) depending what
is being tracked and where.
Tracking represents the skill of following
and catching "prey." This does not include the ability to kill or
trap it (those are different skills). However, the character can
pick up on small traces, estimate how long it has been since the prey was
in the area, and make educated guesses as to the condition of the animal.
Bargain
Time of Use: 1 round.
Specializations: Bargaining over certain items:
weapons, natural resources, ships, etc.
Difficulty: Typically an opposed roll against the other
bargaining party.
Bargain represents the character's
ability to haggle over just about anything. In the Koprulu Sector,
nearly everything is up for sale, and merchants tend to be shrewd.
Without this skill, characters may find themselves much more than they
should for goods and services. The table below gives general outcomes
of Bargain "battles": If the winner is the buyer, reduce the
"real price" (GM's discretion) by the Price Multiplier. If the winner is
the seller, inflate the price accordingly.
Loser's Roll |
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Command
Time of Use: 1 action.
Specializations: Commanding certain types of troops:
Infantry, Fighter Squads, Battleship Armadas, etc.
Difficulty: Easy (10) to Moderate (15) depending on the
situation. Can be easier or hardier depending on the skill and morale
of the troops.
With this skill, a character can manage, direct
and mobilize others in a wide variety of endeavors. She knows how
to give clear instructions and inspire obediance and prompt response.
In the heat of battle, an able commander is essential.
Con
Time of Use: 1 action.
Specializations: Certain types of cons: disguise,
fast-talking, forgery, etc.
Difficulty: Opponants may make a Willpower or Knowledge
opposing roll to rat out a Conning player.
Con represents a character's ability to bend
the truth and slide by on fast-talking. It also includes other ways
of being less than honest--disguise, forgery, etc.
Perform
Time of Use: 1 round. Can roll for one whole performace.
Specializations: Particular performance arts: music,
acting, visual art, etc.
Difficulty: Moderate (15). Vary difficulty depending
on the quality and intricacy of the art attempted.
With Perform, a character can attempt just
about any art form. From song-and-dance to sculpture, the character
can express herself and perhaps make a buck or two for the effort.
The Koprulu Sector has become a well-developed human society, and has many
celebrities, entertainers, and a burgeoning art world.
Persuasion
Time of Use: 1 action.
Specializations: Particular forms of persuasive speech:
Seduction, Oration, Debate,
Difficulty: Easy (10). Targets may make Opposed
Willpower rolls to set a Difficulty.
Persuasion measures a character's ability
to convice others of just about anything. It does not include the
ability to bark orders (see Command), but rather to debate with logic,
appeal to sympathy, and otherwise verbally convince others to see things
the character's way.