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Choose an ally you can influence. They become Determined until they benefit from that condition or until the scene ends.<br>
Choose an ally you can influence. They become Determined until they benefit from that condition or until the scene ends.<br>
'''Leads to:'''<br>
'''Leads to:'''<br>
*[[Envoy#Collected|Collected]] & [[Envoy#Steadfast Challenge|Steadfast Challenge]] ([[Leader#Diplomat|Diplomat]])
*[[Envoy#Collected|Collected]] & [[Envoy#Steadfast Challenge (Diplomat)|Steadfast Challenge]] ([[Leader#Diplomat|Diplomat]])
*[[Envoy#Customary Garb (Faithful)|Customary Garb]] & [[Envoy#Galvanize|Galvanize]] ([[Envoy#Faithful|Faithful]])
*[[Envoy#Customary Garb (Faithful)|Customary Garb]] & [[Envoy#Galvanize|Galvanize]] ([[Envoy#Faithful|Faithful]])
*[[Envoy#False Flattery|False Flattery]] & [[Envoy#This One's On Me|This One's On Me]] ([[Envoy#Grifter|Grifter]])
*[[Envoy#False Flattery|False Flattery]] & [[Envoy#This One's On Me|This One's On Me]] ([[Envoy#Grifter|Grifter]])
*[[Envoy#Practical Demonstration|Practical Demonstration]] & [[Envoy#Sound Advice|Sound Advice]] ([[Envoy#Mentor|Mentor]]
*[[Envoy#Practical Demonstration|Practical Demonstration]] & [[Envoy#Sound Advice|Sound Advice]] ([[Envoy#Mentor|Mentor]]
*[[Envoy#Standing Agreement|Standing Agreement]] & [[Envoy#Steadfast Challenge|Steadfast Challenge]] ([[Leader#Pactbroker|Pactbroker]])
*[[Envoy#Standing Agreement|Standing Agreement]] & [[Envoy#Steadfast Challenge (Pactbroker)|Steadfast Challenge]] ([[Leader#Pactbroker|Pactbroker]])
*[[Envoy#Chin Up!|Chin Up!]] & [[Envoy#Risky Behavior|Risky Behavior]] ([[Leader#Troublemaker|Troublemaker]])
*[[Envoy#Chin Up!|Chin Up!]] & [[Envoy#Risky Behavior|Risky Behavior]] ([[Leader#Troublemaker|Troublemaker]])
*[[Envoy#Instill Connection|Instill Connection]] & [[Envoy#Last Ditch|Last Ditch]] ([[Envoy#Signaler|Signaler]])<br>
*[[Envoy#Instill Connection|Instill Connection]] & [[Envoy#Last Ditch|Last Ditch]] ([[Envoy#Signaler|Signaler]])<br>


== Diplomat ==
== Diplomat ==
=== Calm Appeal (Diplomat) ===
'''Prerequisite:''' Discipline 2+; [[Envoy#Withering Retort|Withering Retort]]<br>
'''Activation:''' Special Activation<br>
''You draw on your enemy’s innate desire to live and continue pursuing their goals. Sowing seeds of doubt, you encourage them to reach a compromise.''<br>
When your [[Envoy#Steadfast Challenge (Diplomat)|Steadfast Challenge]] makes a character Disoriented, you can spend 1 focus to also pacify them until the end of this scene. A pacified character makes no attacks or similar hostile actions without provocation.<br>
However, if you or your ally attacks them or similarly acts hostilely, or if one of their allies suffers an injury or dies, the pacified character ceases to be pacified.<br>
Additionally, after a target resists the influence of your [[Envoy#Steadfast Challenge (Diplomat)|Steadfast Challenge]], they lose additional focus equal to your ranks in Discipline.<br>
'''Leads to:''' [[Envoy#Peaceful Solutions (Diplomat)|Peaceful Solutions]]<br>
=== Collected ===
'''Prerequisite:''' [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence key talent]]<br>
'''Activation:''' Always Active<br>
''You remain mindful of your immediate goals without losing sight of your deeper value, keeping you even-keeled amid chaos.''<br>
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2.<br>
=== High Society Contacts ===
'''Prerequisite:''' Have a patron who is part of high society; [[Envoy#Well Dressed|Well Dressed]]<br>
'''Activation:''' Special Activation<br>
''Your patron’s name opens doors for you, even in unfamiliar places. By invoking their name or network in the right context, you can expand your influence even further.''<br>
When you make a test to interact socially in high society, you can spend 2 focus to add an Opportunity to the result.<br>
Additionally, when you acquire this talent, gain a cultural expertise in High Society.<br>
'''Leads to:''' [[Envoy#Practiced Oratory|Practiced Oratory]]<br>
=== Peaceful Solution (Diplomat) ===
'''Prerequisite:''' Discipline 3+; [[Envoy#Calm Appeal (Diplomat)|Calm Appeal]]<br>
'''Activation:''' Free Action<br>
''The best battle is one you don’t have to fight. If your calm appeals meet willing hearts, you’d rather end the conflict peacefully.''<br>
In combat, if all non-minion enemies are currently pacified (such as by [[Envoy#Calm Appeal (Diplomat)|Calm Appeal]]) and all other non-minion characters agree to cease hostilities, you can ease tensions. The combat immediately ends and becomes a conversation.<br>
At the GM’s discretion, you can use this talent in non-combat scenes.<br>
=== Practiced Oratory ===
'''Prerequisite:''' Persuasion 3+; [[Envoy#High Society Contacts|High Society Contacts]]<br>
'''Activation:''' Special Activation<br>
''Thanks to your study of the history of rhetoric, you confidently craft your speeches for widespread appeal.''<br>
When you use your [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence]] or Steadfast
Challenge, you can spend focus up to your ranks in Persuasion to affect that many additional targets.<br>
=== Steadfast Challenge (Diplomat) ===
'''Prerequisite:''' Discipline 1+; [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence key talent]]<br>
'''Activation:''' 1 Action<br>
''You stand firm, locking eyes with your opponent and speaking a challenge with unnerving calm.''<br>
Spend 1 focus to make a Discipline test against the Spiritual defense of an enemy you can influence. On a success, they become Disoriented and gain a disadv­antage on tests against you until the end of their next turn.<br>
'''Leads to:''' [[Envoy#Well Dressed|Well Dressed]], [[Envoy#Withering Retort|Withering Retort]]<br>
=== Well Dressed (Diplomat) ===
'''Prerequisite:''' [[Envoy#Steadfast Challenge (Diplomat)|Steadfast Challenge]]<br>
'''Activation:''' Special Activation<br>
''You cleverly match your outfits to the occasion, always making the perfect statement.''<br>
While visibly wearing Presentable armor or fashionable clothing, you gain an advantage on the first Deception, Leadership, or Persuasion test you make during each scene.<br>
Additionally, when you acquire this talent, gain a cultural expertise in Fashion.<br>
'''Leads to:''' [[Envoy#High Society Contacts|High Society Contacts]]<br>
=== Withering Retort ===
'''Prerequisite:''' Discipline 2+; [[Envoy#Steadfast Challenge (Diplomat)|Steadfast Challenge]]<br>
'''Activation:''' Reaction<br>
''You unflinchingly face even the most violent of attacks.''<br>
Before a character you can sense targets you with an attack test, you can use your [[Envoy#Steadfast Challenge (Diplomat)|Steadfast Challenge]] as a Reaction. When you do, also increase your deflect value against this attack by your ranks in Discipline.<br>
'''Leads to:''' [[Envoy#Calm Appeal (Diplomat)|Calm Appeal]]<br>


== Faithful ==
== Faithful ==
=== Applied Motivation ===
'''Prerequisite:''' Discipline 2+; [[Envoy#Galvanize|Galvanize]]<br>
'''Activation:''' Always Active<br>
''You skillfully motivate others with your words to keep them focused on the goal.''<br>
When you cause a character to recover focus, they recover additional focus equal to half your ranks in Lore (rounded up).<br>
'''Leads to:''' [[Envoy#Inspired Zeal|Inspired Zeal]]<br>
=== Composed ===
'''Prerequisite:''' [[Envoy#Galvanize|Galvanize]]<br>
'''Activation:''' Always Active<br>
''Through practiced composure, you push your limits without becoming distracted or losing track of threats.''<br>
When you acquire this talent, your maximum and current focus increase by a number equal to your tier. When your tier increases by 1, your maximum and current focus do as well.<br>
=== Customary Garb (Faithful) ===
'''Prerequisite:''' [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence key talent]]<br>
'''Activation:''' Always Active<br>
''You’ve worn your uniform or traditional clothing for so long that it feels like a second skin, freeing your movements and granting you a deep well of confidence.''<br>
While you’re visibly wearing Presentable armor or clothing appropriate for your station, your Physical and Spiritual defenses increase by 2.<br>
'''Leads to:''' [[Envoy#Devoted Presense|Devoted Presence]]<br>
=== Devoted Presence ===
'''Prerequisite:''' Lore 1+; [[Envoy#Customary Garb (Faithful)|Customary Garb]]<br>
'''Activation:''' Special Activation<br>
''Your words fill your compatriots with purpose, helping them shrug off discomfort or surprise.''<br>
When you use your [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence]] on one or more allies, you can spend 1 focus per target to remove any number of the following conditions from them: Prone, Slowed, Stunned, and Surprised.<br>
'''Leads to:''' [[Envoy#Stalwart Presence|Stalwart Presence]]<br>
=== Galvanize ===
'''Prerequisite:''' [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence key talent]]<br>
'''Activation:''' 2 Actions<br>
''You speak to an ally with infectious fervor, renewing their focus on your shared goals.''<br>
Once per scene, choose an ally you can influence. They can roll their recovery die (no action required) and recover focus equal to the result.<br>
[[Envoy#Applied Motivation|Applied Motivation]], [[Envoy#Composed|Composed]]<br>
=== Inspired Zeal ===
'''Prerequisite:''' Discipline 3+; [[Envoy#Applied Motivation|Applied Motivation]] or [[Envoy#Stalwart Presence|Stalwart Presence]]<br>
'''Activation:''' Special Activation<br>
''When an ally achieves new heights, your proclamations of their success inspire those around you.''<br>
After an ally you can sense uses their Determined condition to add an Opportunity to a test, you can choose a number of other allies you can influence up to your ranks in Discipline. Each target recovers 1 focus (no action required).<br>
=== Sage Counsel ===
'''Prerequisite:''' Lore 3+; [[Envoy#Stalwart Presence|Stalwart Presence]]<br>
'''Activation:''' Special Activation<br>
''You offer reassuring guidance alongside physical assistance, making your allies confident of your approval.''<br>
After you use the Aid reaction on an ally, spend 1 focus to grant that ally the benefits of your [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence]] (no action required).<br>
=== Stalwart Presence ===
'''Prerequisite:''' Discipline 2+; [[Envoy#Devoted Presence|Devoted Presence]]<br>
'''Activation:''' Special Activation<br>
''Your words carry the certainty of your beliefs, bolstering the endurance of even those who don’t share your faith.''<br>
When you use your [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence]], you can spend
1 focus to increase one of the target’s defenses (your choice) by 2 until the end of the next round.<br>
'''Leads to:''' [[Envoy#Inspired Zeal|Inspired Zeal]], [[Envoy#Sage Counsel|Sage Counsel]]<br>


== Grifter ==
== Grifter ==
=== Exceptional Bluff ===
'''Prerequisite:''' Deception 3+; [[Envoy#Outrageous Quip|Outrageous Quip]]<br>
'''Activation:''' Special Activation<br>
''You feign unsurpassed authority on topics you’re only vaguely familiar with. As you sprinkle relevant buzzwords into a lengthy spiel, the uninitiated often become lost in your torrent of information.''<br>
Before making a cognitive or spiritual test to influence a character, you can spend 2 focus to make a Deception test instead of using the other skill.<br>
=== False Flattery ===
'''Prerequisite:''' [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence key talent]]<br>
'''Activation:''' Always Active<br>
''Your smooth words disarm even those who ought to know better, giving you the upper hand when things get dicey.''<br>
You can use your [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence]] on a character
who is not your ally and who is not already Determined. The next time that character fails a test, they must use their Determined condition to add an Opportunity, but you gain that Opportunity, not them.<br>
'''Leads to:''' [[Envoy#Plausible Excuse|Plausible Excuse]]<br>
=== Got ’Em Good! ===
'''Prerequisite:''' Discipline 2+; [[Envoy#This One's on Me|This One’s on Me]]<br>
'''Activation:''' Reaction<br>
''You patiently wait for your allies to best someone in a battle of wits, then you further fluster the unfortunate soul by cleverly pointing out their mistakes.''<br>
After an ally succeeds on a test against the Cognitive or Spiritual defense of a target you can influence, you can use this reaction to make a clever jab. The target loses 2 focus, and if they have 0 focus afterward, they also become Disoriented until the start of your next turn.<br>
=== Insult to Injury ===
'''Prerequisite:''' Discipline 3+; [[Envoy#Outrageous Quip|Outrageous Quip]]<br>
'''Activation:''' Special Activation<br>
''Sometimes, poetic justice needs a helping hand… and you’re delighted to be that helping hand.''<br>
Once per scene, when you gain an Opportunity from your [[Envoy#False Flattery|False Flattery]], you can spend that Opportunity to make that character suffer an injury.<br>
=== Outrageous Quip ===
'''Prerequisite:''' Deception 2+; [[Envoy#Plausible Excuse|Plausible Excuse]]<br>
'''Activation:''' 1 Action<br>
''While keeping a straight face, you make a joke, insult, or absurd observation that leaves your opponent completely baffled.''<br>
Make a Deception test against the Spiritual defense of a character you can influence. On a success, your target becomes Surprised until the start of your next turn.<br>
'''Leads to:''' [[Envoy#Exceptional Bluff|Exceptional Bluff]], [[Envoy#Insult to Injury|Insult to Injury]]<br>
=== Plausible Excuse ===
'''Prerequisite:''' Deception 1+; [[Envoy#False Flattery|False Flattery]]<br>
'''Activation:''' Reaction<br>
''Years of covert operations have taught you to dissemble on the spot, concocting a reasonable excuse for the most incriminating behavior.''<br>
After you’re discovered while hiding or otherwise skulking about, you can use this reaction and spend 2 focus to pass yourself off as doing something innocent. You influence each character who can sense you to believe your excuse.<br>
A character can resist this influence, but after they do, they lose additional focus equal to your ranks in Deception.<br>
Additionally, when you acquire this talent, gain a utility expertise in Sleight of Hand.<br>
'''Leads to:''' [[Envoy#Outrageous Quip|Outrageous Quip]]<br>
=== The Long Con ===
'''Prerequisite:''' [[Envoy#This One's on Me|This One’s on Me]]<br>
'''Activation:''' Always Active<br>
''You can achieve anything with the right connections. Through years of careful planning, you’ve ingratiated yourself with the rich and powerful.''<br>
When you acquire this talent, you gain a patron. Work with the GM to determine who this person is and what your history is with them. When determining patron amenities, you count as one tier higher.<br>
Additionally, while you have access to that patron’s amenities, those include clothing and accessories to make any mundane disguise.<br>
=== This One’s on Me ===
'''Prerequisite:''' Discipline 1+; [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence key talent]]<br>
'''Activation:''' Reaction<br>
''Sure, you’re a con artist, but you’re a loyal one. You’ll even take a bullet—or coin—to protect an ally in harm’s way.''<br>
Before an ally is hit or grazed by a ranged attack, you can spend 1 focus to use the Move action as a reaction; when you do, you must end that movement in a space between that ally and their attacker. You become the new target of that attack, which automatically hits you regardless of your defense, and the ally you protected becomes Determined.<br>
'''Leads to:''' [[Envoy#Got 'Em Good|Got 'Em Good]], [[Envoy#The Long Con|The Long Con]]<br>


== Mentor ==
== Mentor ==
=== Foresight ===
'''Prerequisite:''' Discipline 3+; [[Envoy#Instill Confidence|Instill Confidence]]<br>
'''Activation:''' Always Active<br>
''Through hard personal experience, you’ve learned to remain alert and aware even when your surroundings appear safe.''<br>
At the beginning of combat and at the start of each of your turns, gain an additional Reaction.<br>
=== Guiding Oration ===
'''Prerequisite:''' Leadership 2+; [[Envoy#Mighty|Mighty]]<br>
'''Activation:''' Always Active<br>
''Your quick and effective communication enables your allies to make the most of your actions.''<br>
After you succeed on a test to Gain Advantage, you can choose an ally you can influence within 10 feet of your target. Until the end of their next turn, that ally gains an advantage on their next test against your target.<br>
'''Leads to:''' [[Envoy#Rallying Shout|Rallying Shout]]<br>
=== Instill Confidence ===
'''Prerequisite:''' Have a companion; [[Envoy#Lessons in Patience|Lessons in Patience]]<br>
'''Activation:''' Special Activation<br>
''Your presence brings clarity and encouragement, keeping others focused on their goal.''<br>
When you use your [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence]], instead of the target becoming Determined, you can make them Focused until the end of the scene.<br>
'''Leads to:''' [[Envoy#Foresight|Foresight]]<br>
=== Lessons in Patience ===
'''Prerequisite:''' Discipline 2+; [[Envoy#Sound Advice|Sound Advice]]<br>
'''Activation:''' Always Active<br>
''Amid the uncertainties of life, you encourage others to slowly and persistently pursue their goals rather than push themselves to burnout.''<br>
After you use your [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence]], the target
recovers 1 focus.<br>
Additionally, when you acquire this talent, gain a utility expertise in Motivational Speech.<br>
'''Leads to:''' [[Envoy#Instill Confidence|Instill Confidence]]<br>
=== Mighty ===
'''Prerequisite:''' [[Envoy#Practical Demonstration|Practical Demonstration]]<br>
'''Activation:''' Always Active<br>
''You deliver your swings, punches, and kicks with practiced efficiency.''<br>
When you hit with a weapon or unarmed attack, for each you use d on that attack’s action, increase the damage you deal by 1 + your tier. For example, if you’re level 6 and you make an attack that costs 1 Action, each deals an extra 1 + 2 damage, for a total of 6 damage.<br>
'''Leads to:''' [[Envoy#Guiding Oration|Guiding Oration]]<br>
=== Practical Demonstration ===
'''Prerequisite:''' Leadership 1+; [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence key talent]]<br>
'''Activation:''' Free Action<br>
''Your lessons are functional and direct, providing an excellent example for others to follow.''<br>
After you succeed on a test to attack or Gain Advantage, you can use your [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence]] as a Free Action.<br>
'''Leads to:''' [[Envoy#Mighty|Mighty]]<br>
=== Rallying Shout ===
'''Prerequisite:''' Leadership 3+; [[Envoy#Guiding Oration|Guiding Oration]]<br>
'''Activation:''' Always Active<br>
''Your words cut through pain, fatigue, and even unconsciousness, helping your allies regain their feet at critical moments.''<br>
When you use your [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence]], you can target an Unconscious ally you can sense. When you do, the target is no longer Unconscious, and if they have 0 health, they roll their recovery die and recover health equal to the result + your ranks in Leadership.<br>
=== Sound Advice ===
'''Prerequisite:''' [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence key talent]]<br>
'''Activation:''' Reaction<br>
''You know failure can be an excellent teacher, but only if its origin is understood, so you encourage your allies to grow from their inevitable setbacks.''<br>
After an ally you can influence fails a skill test, you can spend 1 focus to use your [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence]] on them as a Reaction.<br>
'''Leads to:''' [[Envoy#Lessons in Patience|Lessons in Patience]]<br>


== Pactbroker ==
== Pactbroker ==
=== Baleful (Pactbroker) ===
'''Prerequisite:''' [[Envoy#Calm Appeal (Pactbroker)|Calm Appeal]]<br>
'''Activation:''' Always Active<br>
''With a severe stare, you crack the resolve of all but the most composed adversaries.''
To resist your influence, a character must spend additional focus equal to your tier.<br>
'''Leads to:''' [[Envoy#Peaceful Solution (Pactbroker)|Peaceful Solution]]<br>
=== Calm Appeal (Pactbroker) ===
'''Prerequisite:''' [[Envoy#Press the Issue|Press the Issue]]<br>
'''Activation:''' Special Activation<br>
''You draw on your enemy’s innate desire to live and continue pursuing their goals. Sowing seeds of doubt, you encourage them to reach a compromise.''<br>
When your [[Envoy#Steadfast Challenge (Pactbroker)|Steadfast Challenge]] makes a character Disoriented, you can spend 1 focus to also pacify them until the end of this scene. A pacified character makes no attacks or similar hostile actions without provocation. However, if you or your ally attacks them or similarly acts hostilely, or if one of their allies suffers an injury or dies, the pacified character ceases to be pacified.<br>
Additionally, after a target resists the influence of your [[Envoy#Steadfast Challenge (Pactbroker)|Steadfast Challenge]], they lose additional focus equal to your ranks in Discipline.<br>
'''Leads to:''' [[Envoy#Baleful (Pactbroker)|Baleful]]<br>
=== Hard Bargain ===
'''Prerequisite:''' [[Envoy#Standing Agreement|Standing Agreement]]<br>
'''Activation:''' Always Active<br>
You have an advantage on tests to negotiate the terms of an agreement.<br>
=== Peaceful Solution (Pactbroker) ===
'''Prerequisite:''' Persuasion 3+; [[Envoy#Baleful (Pactbroker)|Baleful]]<br>
'''Activation:''' Free Action<br>
''The best battle is one you don’t have to fight. If your calm appeals meet willing hearts, you’d rather end the conflict peacefully.''<br>
In combat, if all non-minion enemies are currently pacified (such as by [[Envoy#Calm Appeal (Pactbroker)|Calm Appeal]]) and all other non-minion characters agree to cease hostilities, you can ease tensions. The combat immediately ends and becomes a conversation. At the GM’s discretion, you can use this talent in non-combat scenes.<br>
=== Press the Issue ===
'''Prerequisite:''' [[Envoy#Standing Agreement|Standing Agreement]] or [[Envoy#Steadfast Challenge (Pactbroker)|Steadfast Challenge]]<br>
'''Activation:''' 2 Actions<br>
Spend 1 focus to make a Persuasion test against the Spiritual defense of a character you can influence. On a success, you learn the target’s motivation for being in the scene.<br>
Until the end of the scene, when you make a test to leverage this motivation against the target, you can raise the stakes.<br>
'''Leads to:''' [[Envoy#Calm Appeal (Pactbroker)|Calm Appeal]]<br>
=== Standing Agreement ===
'''Prerequisite:''' Persuasion 2+; [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence key talent]]<br>
'''Activation:''' Always Active<br>
When you acquire this talent, you receive either a community reward or a pact of some form. Work with the GM to determine the details of this reward. When determining this reward's benefits, you count as one tier higher.<br>
Additionally, you are recognized favorably by characters who are connected with the provider of this reward.<br>
'''Leads to:''' [[Envoy#Hard Bargain|Hard Bargain]], [[Envoy#Press the Issue|Press the Issue]]<br>
=== Steadfast Challenge (Pactbroker) ===
'''Prerequisite:''' [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence key talent]]<br>
'''Activation:''' 1 Action<br>
''You stand firm, locking eyes with your opponent and speaking a challenge with unnerving calm.''<br>
Spend 1 focus to make a Discipline test against the Spiritual defense of an enemy you can influence. On a success, they become Disoriented and gain a disadvantage on tests against you until the end of their next turn.<br>
'''Leads to:''' [[Envoy#Press the Issue|Press the Issue]], [[Envoy#Tranquil Demeanor|Tranquil Demeanor]]<br>
=== Tranquil Demeanor ===
'''Prerequisite:''' Discipline 1+; [[Envoy#Steadfast Challenge (Pactbroker)|Steadfast Challenge]]<br>
'''Activation:''' Special Activation<br>
When you use [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence]], your target recovers 1 Focus.<br>
Additionally, when you use Rousing Presence, you can spend 1 Focus to also make your target Determined until the end of the scene.<br>


== Troublemaker ==
== Troublemaker ==
=== Chin Up! ===
'''Prerequisite:''' Discipline 2+; [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence key talent]]<br>
'''Activation:''' 2 Actions<br>
Once per scene, choose an ally you can influence. They can roll their recovery die (no action required) and recover health equal to the result.<br>
'''Leads to:''' [[Envoy#Rub Some Dirt On It|Rub Some Dirt On It]]<br>
=== Cunning Opportunist ===
'''Prerequisite:''' Discipline 4+; [[Envoy#Trouble With Authority|Trouble With Authority]]<br>
talent
'''Activation:''' Reaction<br>
When you successfully influence a character with a social test, you can spend 2 focus as a reaction and roll the plot die as if you were raising the stakes to create an opening that you can seize upon to gain a small boon.<br>
On an Opportunity, seizing this opening also benefits an NPC who considers you an ally or produces a setback for an enemy.<br>
On a Complication, seizing this opening will benefit an enemy or impose a cost on an NPC who considers you an ally.<br>
The GM will tell you which character(s) will be affected by your choice to seize the opening. If you choose to not seize upon the opening, you lose any Opportunities generated by the roll, and your GM can choose how to spend Complication.<br>
=== Plausible Excuse ===
'''Prerequisite:''' Deception 1+; [[Envoy#Risky Behavior|Risky Behavior]]<br>
'''Activation:''' Reaction<br>
''Years of covert operations have taught you to dissemble on the spot, concocting a reasonable excuse for the most incriminating behavior.''<br>
After you’re discovered while hiding or otherwise skulking about, you can use this reaction and spend 2 focus to pass yourself off as doing something innocent. You influence each character who can sense you to believe your excuse.<br>
A character can resist this influence, but after they do, they lose additional focus equal to your ranks in Deception.<br>
Additionally, when you acquire this talent, gain a utility expertise in Sleight of Hand.<br>
'''Leads to:''' [[Envoy#Sow Division|Sow Division]]<br>
=== Risky Behavior ===
'''Prerequisite:''' [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence key talent]]<br>
'''Activation:''' Special Activation<br>
''You know that risk and reward are inseparable traveling companions, and you love seeing where this pair takes you.''<br>
Before you make a test, you can spend 1 focus to raise the stakes.<br>
'''Leads to:''' [[Envoy#Plausible Excuse|Plausible Excuse]]<br>
=== Rumormonger ===
'''Prerequisite:''' Deception 4+; [[Envoy#Sow Division|Sow Division]]<br>
'''Activation:''' 1 Action<br>
''In social circles where rumors swirl and eddy, your patron’s name creates vast ripples.''
When you make a test to spread misinformation or gather rumors, you can spend 2 focus to add an Opportunity to the result.<br>
Additionally, when you acquire this talent, gain a utility expertise in Scandal.<br>
=== Rub Some Dirt On It ===
'''Prerequisite:''' [[Envoy#Chin Up!|Chin Up!]]<br>
'''Activation:''' '''Activation:''' Always Active<br>
When you cause a character to recover health, they recover additional health equal to your ranks in Discipline.<br>
=== Sow Division ===
'''Prerequisite:''' Deception 3+; [[Envoy#Plausible Excuse|Plausible Excuse]]<br>
'''Activation:''' 2 Actions<br>
Choose two or more characters you can influence and spend that much focus to divide them. Describe a potential source of conflict, then make a Deception test (DC equals highest Spiritual defense among those targets). On a success, you influence each target to become hostile to the other targets, which sparks an argument, combat, or other conflict until they find a way to resolve it.<br>
A target can resist this influence, but after they do, they lose additional focus equal to your ranks in Deception. If only some of the targets resist influence, the others remain hostile, but their conflict might become easier to resolve.<br>
'''Leads to:''' [[Envoy#Rumormonger|Rumormonger]], [[Envoy#Trouble With Authority|Trouble With Authority]]<br>
=== Trouble With Authority ===
'''Prerequisite:''' Discipline 3+; [[Envoy#Sow Division|Sow Division]]<br>
'''Activation:''' Special Activation<br>
Before you make a test to interact socially with authority figures, you can spend 2 focus to add an Opportunity to the result.<br>
Additionally, when you acquire this talent, gain a utility expertise in Dissident Groups.<br>
'''Leads to:''' [[Envoy#Cunning Opportunist|Cunning Opportunist]]<br>


== Signaler ==
== Signaler ==

Latest revision as of 21:18, 27 September 2026

Envoy

You... Envoy?
Starting Skill: Discipline. If you choose Envoy as your starting path, gain a free skill rank in Discipline.

Rousing Presence (Envoy Key)

Prerequisite: None.
Activation: 1 Action
With a gesture, a facial expression, or a few scant words, you inspire others to excel.
Choose an ally you can influence. They become Determined until they benefit from that condition or until the scene ends.
Leads to:

Diplomat

Calm Appeal (Diplomat)

Prerequisite: Discipline 2+; Withering Retort
Activation: Special Activation
You draw on your enemy’s innate desire to live and continue pursuing their goals. Sowing seeds of doubt, you encourage them to reach a compromise.
When your Steadfast Challenge makes a character Disoriented, you can spend 1 focus to also pacify them until the end of this scene. A pacified character makes no attacks or similar hostile actions without provocation.
However, if you or your ally attacks them or similarly acts hostilely, or if one of their allies suffers an injury or dies, the pacified character ceases to be pacified.
Additionally, after a target resists the influence of your Steadfast Challenge, they lose additional focus equal to your ranks in Discipline.
Leads to: Peaceful Solutions

Collected

Prerequisite: Rousing Presence key talent
Activation: Always Active
You remain mindful of your immediate goals without losing sight of your deeper value, keeping you even-keeled amid chaos.
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2.

High Society Contacts

Prerequisite: Have a patron who is part of high society; Well Dressed
Activation: Special Activation
Your patron’s name opens doors for you, even in unfamiliar places. By invoking their name or network in the right context, you can expand your influence even further.
When you make a test to interact socially in high society, you can spend 2 focus to add an Opportunity to the result.
Additionally, when you acquire this talent, gain a cultural expertise in High Society.
Leads to: Practiced Oratory

Peaceful Solution (Diplomat)

Prerequisite: Discipline 3+; Calm Appeal
Activation: Free Action
The best battle is one you don’t have to fight. If your calm appeals meet willing hearts, you’d rather end the conflict peacefully.
In combat, if all non-minion enemies are currently pacified (such as by Calm Appeal) and all other non-minion characters agree to cease hostilities, you can ease tensions. The combat immediately ends and becomes a conversation.
At the GM’s discretion, you can use this talent in non-combat scenes.

Practiced Oratory

Prerequisite: Persuasion 3+; High Society Contacts
Activation: Special Activation
Thanks to your study of the history of rhetoric, you confidently craft your speeches for widespread appeal.
When you use your Rousing Presence or Steadfast Challenge, you can spend focus up to your ranks in Persuasion to affect that many additional targets.

Steadfast Challenge (Diplomat)

Prerequisite: Discipline 1+; Rousing Presence key talent
Activation: 1 Action
You stand firm, locking eyes with your opponent and speaking a challenge with unnerving calm.
Spend 1 focus to make a Discipline test against the Spiritual defense of an enemy you can influence. On a success, they become Disoriented and gain a disadv­antage on tests against you until the end of their next turn.
Leads to: Well Dressed, Withering Retort

Well Dressed (Diplomat)

Prerequisite: Steadfast Challenge
Activation: Special Activation
You cleverly match your outfits to the occasion, always making the perfect statement.
While visibly wearing Presentable armor or fashionable clothing, you gain an advantage on the first Deception, Leadership, or Persuasion test you make during each scene.
Additionally, when you acquire this talent, gain a cultural expertise in Fashion.
Leads to: High Society Contacts

Withering Retort

Prerequisite: Discipline 2+; Steadfast Challenge
Activation: Reaction
You unflinchingly face even the most violent of attacks.
Before a character you can sense targets you with an attack test, you can use your Steadfast Challenge as a Reaction. When you do, also increase your deflect value against this attack by your ranks in Discipline.
Leads to: Calm Appeal

Faithful

Applied Motivation

Prerequisite: Discipline 2+; Galvanize
Activation: Always Active
You skillfully motivate others with your words to keep them focused on the goal.
When you cause a character to recover focus, they recover additional focus equal to half your ranks in Lore (rounded up).
Leads to: Inspired Zeal

Composed

Prerequisite: Galvanize
Activation: Always Active
Through practiced composure, you push your limits without becoming distracted or losing track of threats.
When you acquire this talent, your maximum and current focus increase by a number equal to your tier. When your tier increases by 1, your maximum and current focus do as well.

Customary Garb (Faithful)

Prerequisite: Rousing Presence key talent
Activation: Always Active
You’ve worn your uniform or traditional clothing for so long that it feels like a second skin, freeing your movements and granting you a deep well of confidence.
While you’re visibly wearing Presentable armor or clothing appropriate for your station, your Physical and Spiritual defenses increase by 2.
Leads to: Devoted Presence

Devoted Presence

Prerequisite: Lore 1+; Customary Garb
Activation: Special Activation
Your words fill your compatriots with purpose, helping them shrug off discomfort or surprise.
When you use your Rousing Presence on one or more allies, you can spend 1 focus per target to remove any number of the following conditions from them: Prone, Slowed, Stunned, and Surprised.
Leads to: Stalwart Presence

Galvanize

Prerequisite: Rousing Presence key talent
Activation: 2 Actions
You speak to an ally with infectious fervor, renewing their focus on your shared goals.
Once per scene, choose an ally you can influence. They can roll their recovery die (no action required) and recover focus equal to the result.
Applied Motivation, Composed

Inspired Zeal

Prerequisite: Discipline 3+; Applied Motivation or Stalwart Presence
Activation: Special Activation
When an ally achieves new heights, your proclamations of their success inspire those around you.
After an ally you can sense uses their Determined condition to add an Opportunity to a test, you can choose a number of other allies you can influence up to your ranks in Discipline. Each target recovers 1 focus (no action required).

Sage Counsel

Prerequisite: Lore 3+; Stalwart Presence
Activation: Special Activation
You offer reassuring guidance alongside physical assistance, making your allies confident of your approval.
After you use the Aid reaction on an ally, spend 1 focus to grant that ally the benefits of your Rousing Presence (no action required).

Stalwart Presence

Prerequisite: Discipline 2+; Devoted Presence
Activation: Special Activation
Your words carry the certainty of your beliefs, bolstering the endurance of even those who don’t share your faith.
When you use your Rousing Presence, you can spend 1 focus to increase one of the target’s defenses (your choice) by 2 until the end of the next round.
Leads to: Inspired Zeal, Sage Counsel

Grifter

Exceptional Bluff

Prerequisite: Deception 3+; Outrageous Quip
Activation: Special Activation
You feign unsurpassed authority on topics you’re only vaguely familiar with. As you sprinkle relevant buzzwords into a lengthy spiel, the uninitiated often become lost in your torrent of information.
Before making a cognitive or spiritual test to influence a character, you can spend 2 focus to make a Deception test instead of using the other skill.

False Flattery

Prerequisite: Rousing Presence key talent
Activation: Always Active
Your smooth words disarm even those who ought to know better, giving you the upper hand when things get dicey.
You can use your Rousing Presence on a character who is not your ally and who is not already Determined. The next time that character fails a test, they must use their Determined condition to add an Opportunity, but you gain that Opportunity, not them.
Leads to: Plausible Excuse

Got ’Em Good!

Prerequisite: Discipline 2+; This One’s on Me
Activation: Reaction
You patiently wait for your allies to best someone in a battle of wits, then you further fluster the unfortunate soul by cleverly pointing out their mistakes.
After an ally succeeds on a test against the Cognitive or Spiritual defense of a target you can influence, you can use this reaction to make a clever jab. The target loses 2 focus, and if they have 0 focus afterward, they also become Disoriented until the start of your next turn.

Insult to Injury

Prerequisite: Discipline 3+; Outrageous Quip
Activation: Special Activation
Sometimes, poetic justice needs a helping hand… and you’re delighted to be that helping hand.
Once per scene, when you gain an Opportunity from your False Flattery, you can spend that Opportunity to make that character suffer an injury.

Outrageous Quip

Prerequisite: Deception 2+; Plausible Excuse
Activation: 1 Action
While keeping a straight face, you make a joke, insult, or absurd observation that leaves your opponent completely baffled.
Make a Deception test against the Spiritual defense of a character you can influence. On a success, your target becomes Surprised until the start of your next turn.
Leads to: Exceptional Bluff, Insult to Injury

Plausible Excuse

Prerequisite: Deception 1+; False Flattery
Activation: Reaction
Years of covert operations have taught you to dissemble on the spot, concocting a reasonable excuse for the most incriminating behavior.
After you’re discovered while hiding or otherwise skulking about, you can use this reaction and spend 2 focus to pass yourself off as doing something innocent. You influence each character who can sense you to believe your excuse.
A character can resist this influence, but after they do, they lose additional focus equal to your ranks in Deception.
Additionally, when you acquire this talent, gain a utility expertise in Sleight of Hand.
Leads to: Outrageous Quip

The Long Con

Prerequisite: This One’s on Me
Activation: Always Active
You can achieve anything with the right connections. Through years of careful planning, you’ve ingratiated yourself with the rich and powerful.
When you acquire this talent, you gain a patron. Work with the GM to determine who this person is and what your history is with them. When determining patron amenities, you count as one tier higher.
Additionally, while you have access to that patron’s amenities, those include clothing and accessories to make any mundane disguise.

This One’s on Me

Prerequisite: Discipline 1+; Rousing Presence key talent
Activation: Reaction
Sure, you’re a con artist, but you’re a loyal one. You’ll even take a bullet—or coin—to protect an ally in harm’s way.
Before an ally is hit or grazed by a ranged attack, you can spend 1 focus to use the Move action as a reaction; when you do, you must end that movement in a space between that ally and their attacker. You become the new target of that attack, which automatically hits you regardless of your defense, and the ally you protected becomes Determined.
Leads to: Got 'Em Good, The Long Con

Mentor

Foresight

Prerequisite: Discipline 3+; Instill Confidence
Activation: Always Active
Through hard personal experience, you’ve learned to remain alert and aware even when your surroundings appear safe.
At the beginning of combat and at the start of each of your turns, gain an additional Reaction.

Guiding Oration

Prerequisite: Leadership 2+; Mighty
Activation: Always Active
Your quick and effective communication enables your allies to make the most of your actions.
After you succeed on a test to Gain Advantage, you can choose an ally you can influence within 10 feet of your target. Until the end of their next turn, that ally gains an advantage on their next test against your target.
Leads to: Rallying Shout

Instill Confidence

Prerequisite: Have a companion; Lessons in Patience
Activation: Special Activation
Your presence brings clarity and encouragement, keeping others focused on their goal.
When you use your Rousing Presence, instead of the target becoming Determined, you can make them Focused until the end of the scene.
Leads to: Foresight

Lessons in Patience

Prerequisite: Discipline 2+; Sound Advice
Activation: Always Active
Amid the uncertainties of life, you encourage others to slowly and persistently pursue their goals rather than push themselves to burnout.
After you use your Rousing Presence, the target recovers 1 focus.
Additionally, when you acquire this talent, gain a utility expertise in Motivational Speech.
Leads to: Instill Confidence

Mighty

Prerequisite: Practical Demonstration
Activation: Always Active
You deliver your swings, punches, and kicks with practiced efficiency.
When you hit with a weapon or unarmed attack, for each you use d on that attack’s action, increase the damage you deal by 1 + your tier. For example, if you’re level 6 and you make an attack that costs 1 Action, each deals an extra 1 + 2 damage, for a total of 6 damage.
Leads to: Guiding Oration

Practical Demonstration

Prerequisite: Leadership 1+; Rousing Presence key talent
Activation: Free Action
Your lessons are functional and direct, providing an excellent example for others to follow.
After you succeed on a test to attack or Gain Advantage, you can use your Rousing Presence as a Free Action.
Leads to: Mighty

Rallying Shout

Prerequisite: Leadership 3+; Guiding Oration
Activation: Always Active
Your words cut through pain, fatigue, and even unconsciousness, helping your allies regain their feet at critical moments.
When you use your Rousing Presence, you can target an Unconscious ally you can sense. When you do, the target is no longer Unconscious, and if they have 0 health, they roll their recovery die and recover health equal to the result + your ranks in Leadership.

Sound Advice

Prerequisite: Rousing Presence key talent
Activation: Reaction
You know failure can be an excellent teacher, but only if its origin is understood, so you encourage your allies to grow from their inevitable setbacks.
After an ally you can influence fails a skill test, you can spend 1 focus to use your Rousing Presence on them as a Reaction.
Leads to: Lessons in Patience

Pactbroker

Baleful (Pactbroker)

Prerequisite: Calm Appeal
Activation: Always Active
With a severe stare, you crack the resolve of all but the most composed adversaries. To resist your influence, a character must spend additional focus equal to your tier.
Leads to: Peaceful Solution

Calm Appeal (Pactbroker)

Prerequisite: Press the Issue
Activation: Special Activation
You draw on your enemy’s innate desire to live and continue pursuing their goals. Sowing seeds of doubt, you encourage them to reach a compromise.
When your Steadfast Challenge makes a character Disoriented, you can spend 1 focus to also pacify them until the end of this scene. A pacified character makes no attacks or similar hostile actions without provocation. However, if you or your ally attacks them or similarly acts hostilely, or if one of their allies suffers an injury or dies, the pacified character ceases to be pacified.
Additionally, after a target resists the influence of your Steadfast Challenge, they lose additional focus equal to your ranks in Discipline.
Leads to: Baleful

Hard Bargain

Prerequisite: Standing Agreement
Activation: Always Active
You have an advantage on tests to negotiate the terms of an agreement.

Peaceful Solution (Pactbroker)

Prerequisite: Persuasion 3+; Baleful
Activation: Free Action
The best battle is one you don’t have to fight. If your calm appeals meet willing hearts, you’d rather end the conflict peacefully.
In combat, if all non-minion enemies are currently pacified (such as by Calm Appeal) and all other non-minion characters agree to cease hostilities, you can ease tensions. The combat immediately ends and becomes a conversation. At the GM’s discretion, you can use this talent in non-combat scenes.

Press the Issue

Prerequisite: Standing Agreement or Steadfast Challenge
Activation: 2 Actions
Spend 1 focus to make a Persuasion test against the Spiritual defense of a character you can influence. On a success, you learn the target’s motivation for being in the scene.
Until the end of the scene, when you make a test to leverage this motivation against the target, you can raise the stakes.
Leads to: Calm Appeal

Standing Agreement

Prerequisite: Persuasion 2+; Rousing Presence key talent
Activation: Always Active
When you acquire this talent, you receive either a community reward or a pact of some form. Work with the GM to determine the details of this reward. When determining this reward's benefits, you count as one tier higher.
Additionally, you are recognized favorably by characters who are connected with the provider of this reward.
Leads to: Hard Bargain, Press the Issue

Steadfast Challenge (Pactbroker)

Prerequisite: Rousing Presence key talent
Activation: 1 Action
You stand firm, locking eyes with your opponent and speaking a challenge with unnerving calm.
Spend 1 focus to make a Discipline test against the Spiritual defense of an enemy you can influence. On a success, they become Disoriented and gain a disadvantage on tests against you until the end of their next turn.
Leads to: Press the Issue, Tranquil Demeanor

Tranquil Demeanor

Prerequisite: Discipline 1+; Steadfast Challenge
Activation: Special Activation
When you use Rousing Presence, your target recovers 1 Focus.
Additionally, when you use Rousing Presence, you can spend 1 Focus to also make your target Determined until the end of the scene.

Troublemaker

Chin Up!

Prerequisite: Discipline 2+; Rousing Presence key talent
Activation: 2 Actions
Once per scene, choose an ally you can influence. They can roll their recovery die (no action required) and recover health equal to the result.
Leads to: Rub Some Dirt On It

Cunning Opportunist

Prerequisite: Discipline 4+; Trouble With Authority
talent Activation: Reaction
When you successfully influence a character with a social test, you can spend 2 focus as a reaction and roll the plot die as if you were raising the stakes to create an opening that you can seize upon to gain a small boon.
On an Opportunity, seizing this opening also benefits an NPC who considers you an ally or produces a setback for an enemy.
On a Complication, seizing this opening will benefit an enemy or impose a cost on an NPC who considers you an ally.
The GM will tell you which character(s) will be affected by your choice to seize the opening. If you choose to not seize upon the opening, you lose any Opportunities generated by the roll, and your GM can choose how to spend Complication.

Plausible Excuse

Prerequisite: Deception 1+; Risky Behavior
Activation: Reaction
Years of covert operations have taught you to dissemble on the spot, concocting a reasonable excuse for the most incriminating behavior.
After you’re discovered while hiding or otherwise skulking about, you can use this reaction and spend 2 focus to pass yourself off as doing something innocent. You influence each character who can sense you to believe your excuse.
A character can resist this influence, but after they do, they lose additional focus equal to your ranks in Deception.
Additionally, when you acquire this talent, gain a utility expertise in Sleight of Hand.
Leads to: Sow Division

Risky Behavior

Prerequisite: Rousing Presence key talent
Activation: Special Activation
You know that risk and reward are inseparable traveling companions, and you love seeing where this pair takes you.
Before you make a test, you can spend 1 focus to raise the stakes.
Leads to: Plausible Excuse

Rumormonger

Prerequisite: Deception 4+; Sow Division
Activation: 1 Action
In social circles where rumors swirl and eddy, your patron’s name creates vast ripples. When you make a test to spread misinformation or gather rumors, you can spend 2 focus to add an Opportunity to the result.
Additionally, when you acquire this talent, gain a utility expertise in Scandal.

Rub Some Dirt On It

Prerequisite: Chin Up!
Activation: Activation: Always Active
When you cause a character to recover health, they recover additional health equal to your ranks in Discipline.

Sow Division

Prerequisite: Deception 3+; Plausible Excuse
Activation: 2 Actions
Choose two or more characters you can influence and spend that much focus to divide them. Describe a potential source of conflict, then make a Deception test (DC equals highest Spiritual defense among those targets). On a success, you influence each target to become hostile to the other targets, which sparks an argument, combat, or other conflict until they find a way to resolve it.
A target can resist this influence, but after they do, they lose additional focus equal to your ranks in Deception. If only some of the targets resist influence, the others remain hostile, but their conflict might become easier to resolve.
Leads to: Rumormonger, Trouble With Authority

Trouble With Authority

Prerequisite: Discipline 3+; Sow Division
Activation: Special Activation
Before you make a test to interact socially with authority figures, you can spend 2 focus to add an Opportunity to the result.
Additionally, when you acquire this talent, gain a utility expertise in Dissident Groups.
Leads to: Cunning Opportunist

Signaler

Be Ready!

Prerequisite: Leadership 3+; Personal Connection
or Rapid Communications
Activation: Always Active
When you use Rousing Presence on your turn, one target gains 1 Reaction.
Additionally, when you use Rousing Presence, you can spend 2 focus to give either yourself or an additional target 1 Reaction

Cultural Savant

Prerequisite: Insight 2+; Customary Garb or Rapid Communications
Activation: Always Active
Learn four Cultural expertises. You can postpone selecting any number of these expertises. If you do, you can allocate one to a culture the first time you interact with it in the story.
You can gain another Cultural expertise in this way as a reward or with downtime.
Leads to: Show Them Our Best

Customary Garb (Signaler)

Prerequisite: Have a companion; Lessons in Patience
Activation: Always Active
You’ve worn your uniform or traditional clothing for so long that it feels like a second skin, freeing your movements and granting you a deep well of confidence.
While wearing Presentable armor or appropriate clothing, increase your Physical and Spiritual defenses by 2.
Leads to: Cultural Savant, Personal Connection, Show Them Our Best

Instill Connection

Prerequisite: Insight 1+; Rousing Presence key talent
Activation: 1 Action
Spend 1 focus to coordinate yourself and any number of willing characters you can influence. You all become connected until end of scene. Characters you make connected gain the Lean on Me ability.
Lean on Me (Reaction): Spend 1+ focus to reduce the focus an ally you can influence loses or spends by the same amount.
Leads to: Customary Garb

Last Ditch

Prerequisite: Rousing Presence key talent
Activation: Always Active
Determined allies you can influence are also Focused, as long as they have 0 focus.
Leads to: Rapid Communications

Personal Connection

Prerequisite: Leadership 1+; Customary Garb or Rapid Communications
Activation: Special Activation
When you finish a long rest, become connected with a character you spent time with. You both increase your focus maximum by 1. While in the same scene, you both recover twice as much health from the recovery die. These benefits last until either of you end them as a free action or connect in this way again.
Leads to: Be Ready!

Rapid Communications

Prerequisite: Leadership 2+; Last Ditch Activation: Special Activation
Spend 1 focus to target an additional ally with Rousing Presence or to use it as a Free Action. Spend 3 focus to do both.
Leads to: Be Ready!, Cultural Savant, Personal Connection

Show Them Our Best

Prerequisite: Insight 3+; Cultural Savant or Customary Garb
Activation: Reaction
Spend 2 focus to add an Opportunity to the test of an ally you can influence.
On a hit or graze with an attack, you must spend this Opportunity to add 4 + tier damage.
In a conversation or endeavor, you can use this once per round as an additional contribution.