Envoy: Difference between revisions

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== Pactbroker ==
== Pactbroker ==
=== Baleful (Pactbroker) ===
'''Prerequisite:''' [[Envoy#Calm Appeal|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|Peaceful Solution]]<br>
=== Calm Appeal ===
Prerequisite: [[Envoy#Press the Issue|Press the Issue]]<br>
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.<br>
Additionally, after a target resists the influence of your
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: ∞
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You have an advantage on tests to negotiate the terms
of an agreement.<br>
PEACEFUL SOLUTION
Prerequisite: Persuasion 3+; [[Envoy#Baleful (Pactbroker)|Baleful]]<br>
Activation: ▷
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: [[Envoy#Standing Agreement|Standing Agreement]] or [[Envoy#Steadfast Challenge|Steadfast Challenge]]<br>
Activation: ▶▶
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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.<br>
'''Leads to:''' [[Envoy#Calm Appeal|Calm Appeal]]<br>
STANDING AGREEMENT
Prerequisite: Persuasion 2+; [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence key talent]]<br>
Activation: ∞
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When you acquire this talent, you receive either a
community reward or a spirit pact reward. 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.<br>
'''Leads to:''' [[Envoy#Hard Bargain|Hard Bargain]], [[Envoy#Press the Issue|Press the Issue]]<br>
STEADFAST CHALLENGE
Prerequisite: [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence key talent]]<br>
Activation: ▶
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.<br>
'''Leads to:''' [[Envoy#Press the Issue|Press the Issue]], [[Envoy#Tranquil Demeanor|Tranquil Demeanor]]<br>
TRANQUIL DEMEANOR
Prerequisite: Discipline 1+; [[Envoy#Steadfast Challenge|Steadfast Challenge]]<br>
Activation: ★
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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 Centered 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: ▶▶
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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: ↻
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When you successfully influence a character with a
social test, you can spend 2 focus as ↻ 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 [Opportunity], seizing this opening also benefits an
NPC who considers you an ally or produces a setback
for an enemy. On [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 [Opportunity]
generated by the roll, and your GM can choose how to
spend [Complication].
PLAUSIBLE EXCUSE
Prerequisite: Deception 1+; [[Envoy#Risky Behavior|Risky Behavior]]<br>
Activation: ↻
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.<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: ▶
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: [[Envoy#Chin Up!|Chin Up!]]<br>
Activation: ∞
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When you cause a character to recover health, they
recover additional health equal to your ranks in
Discipline.
SOW DIVISION
Prerequisite: Deception 3+; [[Envoy#Plausible Excuse|Plausible Excuse]]<br>
Activation: ▶▶
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.<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: ★
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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.<br>
'''Leads to:''' [[Envoy#Cunning Opportunist|Cunning Opportunist]]<br>


== Signaler ==
== Signaler ==