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:
- Collected & Steadfast Challenge (Diplomat)
- Customary Garb & Galvanize (Faithful)
- False Flattery & This One's On Me (Grifter)
- Practical Demonstration & Sound Advice (Mentor
- Standing Agreement & Steadfast Challenge (Pactbroker)
- Chin Up! & Risky Behavior (Troublemaker)
- Instill Connection & Last Ditch (Signaler)
Diplomat
Faithful
Grifter
Mentor
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
Prerequisite: Press the Issue
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: ∞
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You have an advantage on tests to negotiate the terms
of an agreement.
PEACEFUL SOLUTION
Prerequisite: Persuasion 3+; Baleful
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: Standing Agreement or Steadfast Challenge
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.
Leads to: Calm Appeal
STANDING AGREEMENT
Prerequisite: Persuasion 2+; Rousing Presence key talent
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.
Leads to: Hard Bargain, Press the Issue
STEADFAST CHALLENGE
Prerequisite: Rousing Presence key talent
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.
Leads to: Press the Issue, Tranquil Demeanor
TRANQUIL DEMEANOR
Prerequisite: Discipline 1+; Steadfast Challenge
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.
Troublemaker
CHIN UP!
Prerequisite: Discipline 2+; Rousing Presence key talent
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.
Leads to: Rub Some Dirt On It
CUNNING OPPORTUNIST
Prerequisite: Discipline 4+; Trouble With Authority
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+; Risky Behavior
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.
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: ▶
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: ∞
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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+; Plausible Excuse
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.
Leads to: Rumormonger, Trouble With Authority
TROUBLE WITH AUTHORITY
Prerequisite: Discipline 3+; Sow Division
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.
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.