Beguiling Pheromones: |
1 |
|
Suffer 2 strain to upgrade ability of a Charm, Deception or Negotiation check against a living sentient within short range once (no effect on those wearing breath masks or lacking respiratory systems). |
Smooth Talker |
2 |
|
When a character first acquires this talent, [they] choose one skill: Charm, Coercion, Negotiation, or Deception. When making checks with that skill, [they] may spend a triumph result to gain additional successes equal to [their] ranks in Smooth Talker. |
Inspiring Rhetoric |
1 |
|
The character may take the Inspiring Rhetoric action; making an Average Leadership check. For each success, one ally within close range recovers one strain. For each advantage, one ally benefiting from Inspiring Rhetoric recovers one additional strain. |
Kill with Kindness |
2 |
|
The character removes a setback dice per rank of Kill with Kindness from [their] Charm and Leadership checks. |
Grit |
2 |
|
Each rank of Grit increases a character's strain threshold by one. |
Improved Inspiring Rhetoric |
1 |
|
Each ally affected by Inspiring Rhetoric gains a boost dice on all skill checks for a number of rounds equal to the character's ranks in Leadership; this does not stack with itself. |
Plausible Deniability |
1 |
|
The character removes a setback dice per rank of Plausible Deniability from [their] Coercion and Deception checks. |
Congenial |
2 |
|
When attempting a Charm or Negotiation check, the character may suffer a number of strain to downgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed their ranks in Congenial. When the character is the target of a Charm or Negotiation check, they may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed their ranks in Congenial. |
Disarming Smile |
2 |
|
The character can take the Disarming Smile action to make an opposed Charm check against one target within short range. If [they] succeed, decrease the target's defense (melee and ranged) by a number equal to the character's ranks in Disarming Smile (to a minimum of 0) until the end of the encounter. |
Works like a charm |
1 |
|
Once per game session, the character can choose to make one skill check using Presence, rather than the characteristic linked to that skill. When [they] do this, [they] must explain how, in this particular instance, [their] social ability is helping [them] overcome this challenge. |
Just Kidding |
1 |
|
Once per round as an incidental, when the character or any of [their] allies in short range generates a despair on a social skill check, the character may spend one Destiny Point to convert a single despair generated on the check to a failure result. When [they] do this, [they] must explain what [they] say or does to smooth things over after the verbal misstep. |
Intense Presence |
1 |
|
The character may spend one Destiny Point to recover strain equal to their Presence rating. |
Natural Charmer |
1 |
|
Once per game session, the character may reroll any one Charm or Deception check. |
Dedication |
1 |
|
Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. |
Don't Shoot |
1 |
|
Once per session, the character can take the Don't Shoot! action to make a Hard Charm check. If [they] succeed, [they] cannot be the target of a combat check until the end of the encounter or until [they] make a combat check. This player must explain how [they] make a combat check. This player must explain how [they] talk [their] way out of being associated with [their] party's combatants, and the GM has final say on whether [their] ruse succeeds. |
Resolve |
1 |
|
When the character suffers strain, they suffer 1 less strain per rank of Resolve, to a minimum of one. This does not apply to voluntary strain loss. |