Fast-Talk

World of Darkness - Rulebook
Your character needs to convince another person to perform a service, to look the other way or to simply be distracted for a few moments' time. Or maybe he just wants to convince some thugs to let him go. Rather than cook up an elaborate lie or ruse, he hurls explanations, excuses, pleas and/or trivia at his target in hopes of bewildering her. The intent is to achieve his intended result in the confusion.
Fast-talk is a contested action. Roll Manipulation + Persuasion + equipment for your character, against the target's Composure + Empathy or Subterfuge. (Empathy if your character preys upon the subject's feelings, Subterfuge if he preys upon her intellect.) If your character wins, the subject performs the intended minor chore, or is otherwise tricked into doing what your character wants. If the target wins, she sees through the bluster and refuses to comply or needs further convincing (see "Cutting a Deal," above, at this point). If the two tie, the subject is in a daze, not convinced to do anything yet too confused not to listen. In the case of a failed or tied effort, your character can make a successive attempt (see p. 132) if the Storyteller agrees that the subject can or will still listen.
Fast-talk can be used to achieve only harmless favors or results, such as gaining entrance to a club, allowing your character to "take a closer look" at the diamonds that should be kept under glass, or distracting a guard while partners sneak by. It cannot be used to convince subjects to perform actions that are patently dangerous or harmful. The target still retains her common sense.
Roll Results
Dramatic Failure: Not only does your character fail to convince or distract the subject, his clumsy effort turns her against him or she is alerted to trouble. No successive attempts are allowed and the intended target may call security.
Failure: Your character has no success in getting the subject to listen to him.
Success: Your character's blather lulls the target into a daze of compliance.
Exceptional Success: Your character has the subject eating out of his hand. She hangs on every nonsensical word and may be distracted for minutes or could be convinced to leave the room entirely.
Suggested Equipment: Convincing clothing (+1), cash or expensive jewelry (+1), a genuine or fake ID (+2)
Possible Penalties: Inappropriate appearance (-1 to -3), lack of bribery items (-1), subject hard of hearing (-3)
Dice Pool: Manipulation + Persuasion + equipment (talker) versus Composure + Empathy or Subterfuge (subject)
Action: Contested