Smooth Talker (Charm) |
2 |
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When making Charm checks, spend a Triumph to gain additional Successes equal to ranks in Smooth Talker. |
Kill with Kindness |
2 |
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Remove one Setback die per rank of Kill with Kindness from Charm and Leadership checks. |
Congenial |
2 |
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May suffer a number of strain to downgrade difficulty of Charm or Negotiation checks, or upgrade difficulty when targeted |
Disarming Smile |
1 |
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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. |
Just Kidding |
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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. |
Natural Charmer |
1 |
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Once per game session, the character may reroll any one Charm or Deception check |
Grit |
3 |
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Gain +1 strain threshold. |
Plausible Deniability |
1 |
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Remove one Setback die per rank of Plausible Deniability from Coercion and Deception checks. |
Inspiring Rhetoric |
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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. |
Inspiring Rhetoric (Improved) |
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Each ally affected by Inspiring Rhetoric gains a Bonus Die (Blue Die) on all skill checks for a number of rounds equal to the character’s ranks in Leadership; this does not stack with itself. |
Works Like a Charm |
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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. |
Basic Combat Training |
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Dedication (Presence, Cunning) |
2 |
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Second Wind |
1 |
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Quick Draw |
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Jump Up |
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Toughened |
1 |
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Gain +2 wound threshold. |