This system is encapsulated in a side questline started by Valerine (that can be read about by clicking here), this section will explain the ideas it was built around.
During an Emissary quest, the player is given a social objective to convince someone to do something. At various points in the conversation with that person, the player will be given a series of dialogue options that each have a keyword associated with them.
Heartening - The phrasing and tone of a warrior, focusing on valor and honor, battles and strength.
Whimsical - The poetic and flowery language of a dreamer, with a focus on metaphor and romanticization.
Dramatic - The extroverted approach of a showman, using theatrical, over-the-top language and gestures.
Enigmatic - The secretive words of a thief, speaking in double entendre or coded phrasing that makes them appear mysterious.
The goal of the player is to suss out which type of phrasing each person they are speaking to is receptive to, and try to push further in that direction.
After choosing an option, the mark will react positively or negatively - which the player will have to listen to the words and their delivery to determine the nature of the reaction.
If the reaction is negative, the responses will generally have hints to push the player in the correct direction for their next response, so that not all is lost if the player fails to evaluate the person from their initial interactions.
Once a conversation has finished the influence portion (ie. after the player has made their final keyworded choice), the character will either agree or disagree with the request the player made based on the invisible score the player achieved with them.
Scoring points does not require exactly matching their tone, in almost all circumstances, characters will have one they are strongly receptive to, one they strongly reject, another they are mildly receptive to, and one they mildly reject. Strong reactions will impact the final score more than mild.
So for example, if a player receives a strong positive reaction on their first choice, and a minor negative on their next, they are still net positive with that person and can still be successful in their objective, depending on what they choose next.
The specific choices and their points depend on the context within each quest, so that information can be found on the Emissary quest pages.