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== 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|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 Steadfast Challenge, they lose additional focus equal to your ranks in Discipline.<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; Well Dressed talent | |||
'''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> | |||
Peaceful Solution | |||
'''Prerequisite:''' Discipline 3+; Calm Appeal talent | |||
'''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+; High Society Contacts | |||
'''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 | |||
'''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> | |||
Well Dressed (Diplomat) | |||
'''Prerequisite:''' Steadfast Challenge talent | |||
'''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> | |||
Withering Retort | |||
'''Prerequisite:''' Discipline 2+; Steadfast Challenge talent | |||
'''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 Steadfast Challenge as a Reaction. When you do, also increase your deflect value against | |||
this attack by your ranks in Discipline. | |||
== Faithful == | == Faithful == | ||
Applied Motivation | |||
'''Prerequisite:''' Discipline 2+; Galvanize talent | |||
'''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> | |||
Composed | |||
'''Prerequisite:''' Galvanize talent | |||
'''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 | |||
'''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> | |||
Devoted Presence | |||
'''Prerequisite:''' Lore 1+; Customary Garb talent | |||
'''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> | |||
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> | |||
Inspired Zeal | |||
'''Prerequisite:''' Discipline 3+; either Applied Motivation | |||
talent or Stalwart Presence talent | |||
'''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+; Stalwart Presence talent | |||
'''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+; Devoted Presence talent | |||
'''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> | |||
== Grifter == | == Grifter == | ||
Exceptional Bluff | |||
'''Prerequisite:''' Deception 3+; Outrageous Quip talent | |||
'''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> | |||
Got ’Em Good! | |||
'''Prerequisite:''' Discipline 2+; This One’s on Me talent | |||
'''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+; Outrageous Quip talent | |||
'''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 False Flattery, you can spend that Opportunity to make that character suffer an injury.<br> | |||
Outrageous Quip | |||
'''Prerequisite:''' Deception 2+; Plausible Excuse talent | |||
'''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> | |||
Plausible Excuse | |||
'''Prerequisite:''' Deception 1+; False Flattery talent | |||
'''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> | |||
The Long Con | |||
'''Prerequisite:''' This One’s on Me talent | |||
'''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> | |||
== Mentor == | == Mentor == | ||
Foresight | |||
'''Prerequisite:''' Discipline 3+; Instill Confidence talent | |||
'''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+; Mighty talent | |||
'''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> | |||
Instill Confidence | |||
'''Prerequisite:''' Have a companion; Lessons in | |||
Patience talent | |||
'''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> | |||
Lessons in Patience | |||
'''Prerequisite:''' Discipline 2+; Sound Advice talent | |||
'''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> | |||
Mighty | |||
'''Prerequisite:''' Practical Demonstration talent | |||
'''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> | |||
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> | |||
Rallying Shout | |||
'''Prerequisite:''' Leadership 3+; Guiding Oration talent | |||
'''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> | |||
== Pactbroker == | == Pactbroker == | ||
=== Baleful (Pactbroker) === | === Baleful (Pactbroker) === | ||
'''Prerequisite:''' [[Envoy#Calm Appeal|Calm Appeal]]<br> | '''Prerequisite:''' [[Envoy#Calm Appeal (Pactbroker)|Calm Appeal]]<br> | ||
'''Activation:''' Always Active<br> | '''Activation:''' Always Active<br> | ||
''With a severe stare, you crack the resolve of all but the most composed adversaries.'' | ''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> | To resist your influence, a character must spend additional focus equal to your tier.<br> | ||
'''Leads to:''' [[Envoy#Peaceful Solution|Peaceful Solution]]<br> | '''Leads to:''' [[Envoy#Peaceful Solution (Pactbroker)|Peaceful Solution]]<br> | ||
=== Calm Appeal === | === Calm Appeal (Pactbroker) === | ||
'''Prerequisite:''' [[Envoy#Press the Issue|Press the Issue]]<br> | '''Prerequisite:''' [[Envoy#Press the Issue|Press the Issue]]<br> | ||
'''Activation:''' Special Activation<br> | '''Activation:''' Special Activation<br> | ||
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You have an advantage on tests to negotiate the terms of an agreement.<br> | You have an advantage on tests to negotiate the terms of an agreement.<br> | ||
=== Peaceful Solution === | === Peaceful Solution (Pactbroker) === | ||
'''Prerequisite:''' Persuasion 3+; [[Envoy#Baleful (Pactbroker)|Baleful]]<br> | '''Prerequisite:''' Persuasion 3+; [[Envoy#Baleful (Pactbroker)|Baleful]]<br> | ||
'''Activation:''' Free Action<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> | ''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|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> | 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 === | === Press the Issue === | ||
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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.<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> | 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> | '''Leads to:''' [[Envoy#Calm Appeal (Pactbroker)|Calm Appeal]]<br> | ||
=== Standing Agreement === | === Standing Agreement === | ||