4,841
edits
(→Envoy) |
|||
| Line 26: | Line 26: | ||
== 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: ∞ | |||
Lorem ipsum | |||
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: ▶▶ | |||
Lorem ipsum | |||
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: ∞ | |||
Lorem ipsum | |||
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: ★ | |||
Lorem ipsum | |||
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: ▶▶ | |||
Lorem ipsum | |||
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: ↻ | |||
Lorem ipsum | |||
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: ∞ | |||
Lorem ipsum | |||
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: ★ | |||
Lorem ipsum | |||
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 == | ||