Those affected by Persuasion retain agency and act as they see fit when carrying out whatever they have been Persuaded to do, but they do so willingly. Afterwards those affected may have difficulty reconciling their actions with how they would normally behave but will usually believe that they were acting under their own free will.
Range: The target(s) must be able to hear and ideally see the character; this includes via the use of a loud speaker or broadcast media.
Effect: Persuasion is usually used outside of combat as part of actions related to social interaction. The most common effect of Persuasion is to increase the respect or credibility those affected give to the character, which increases their willingness and determination to act in accordance with what the Persuasion using character wants them to do. This often takes the form of Assets or Complications but often times, such as when dealing with unimportant secondary characters, can simply be a narrative device. Persuasion can also be used to inflict Ego Stress if a target is being pushed to do something against their nature.
At d4 a character can attempt to talk other characters into doing things through conversation and coersion. This is just basic interpersonal interaction at work.
At d6 a character is better than average at getting people to agree with them and gaining favors from others.
At d8 a character is unusually silver tongued or persuasive, able to talk their way in and out of things and to convince or cajole victims towards doing as they want.
At d10 a character has an impressive facility for bending others to their will, and are capable of persuading people to do things that are out of character and counter to their own best interests.
At d12 a character is supremely capable of suborning the will of others, able to deftly manipulate people to the point of making very self-destructive or even suicidal choices in order carry out the character's will.
Psyche is almost always useful for defending against Persuasion, as is Willpower. Depending on a given character's justification for Persuasion, Mystical or Mental Resistence may apply against it.
Common SFX: Persuasion can intrinsically affect groups of people; the Area Affect SFX is not required.
Common Limits: Persuasion usually requires a target to be able to hear and understand the character using Persuasion; this doesn't justify taking a Limit on it.
The Intimidation Limit represents a character that can only use menace and threats to influence others.
The Seduction Limit represents a character that can only use flirting and sexual wiles to influence others.
The Animal Friendship Limit represents a version of Persuasion that works on animals instead of people.