Starting Benefits
Influence (Action)
You learn a Special Action: Influence. To use this Action you must expend 1 Favor.
When you use this Action, choose one Character who can See or Hear you. Once before the End of the current Scene, you can add or subtract one roll of your Influence Die from an Attack or Skill Check they make.
You can add or subtract the Result of this die before or after the Result of the Check is known, but before the Outcomes of the Check are resolved.
Your Influence Die begins as a d4. Whenever you gain the Influence Die Up Benefit, increase your Influence Die to a d6, d8, d10 and d12 respectively.
A Character can be Targeted by the Influence Action multiple times to cause this effect on multiple Checks they make during a Scene, however a Check cannot be affected by more than one roll of your Influence Die at a time.
Fast Talk
As a Combo, you can use an Action to Influence the behavior of another Character with language, and use one other Action of your choice.
You can use these Actions in any order.
Actions which could qualify as Influencing a Character with language would typically include the Influence Action, a Charisma Skill Action, or an Interact Action to provide direction to a Character.
The language used can either be verbal (if the Character can Hear you) or non-verbal (if the Character can See you)
Progression Benefits
Distracting Words (Technique)
When you use an Action to Influence the behavior of a Character you can choose to do so in an especially distracting manner.
Until the Start of your Next Turn, the Target of this Action is Distracted by you.
The Target must be able to understand you to be affected by this benefit.
Flattery (Technique)
When you use the Influence Action on a Character, you can Attempt to Charm them as part of the same Action.
The Target must make a Mind Defense Check against your Spell Effect DC. On a Failed Check, they are Charmed by you or a Target of your choosing until the End of the Scene, or it is ended through other means (e.g. the Target or Characters they care about are put in danger).
The Target must be able to understand you to be affected by this benefit.
Speech (Reaction)
When a Conflict begins, you can as a Reaction give a Speech which heartens the resolve of you and your companions.
Choose a number of Characters up to your Charisma Bonus who can See or Hear you. Yourself and the chosen Characters each gain Protection equal to two rolls of your Influence Die.
The Targets must be able to understand you to gain the Protection provided by this benefit.
Quick Wit (Reaction)
When a Character who can See or Hear you makes an Attack or Skill Check, you can as a Reaction use the Influence Action against them.
You cannot use a Technique as part of this Reaction (e.g. you cannot use the Flattery or Distracting Words benefits to cause additional effects).
You can use this Reaction before or after the Result of the Check is known, but before the Outcomes of the Check are resolved.
The Target must be able to understand you to be affected by this Benefit.
Compel (Technique)
When you use the Influence Action on a Character, you can Attempt to Compel them as part of the same Action.
The Target must make a Mind Defense Check against your Spell Effect DC. On a Failed Check, choose one of the following courses of action for them to follow:
- Flee: They must use both their Move Action and other Action to Move as far away from you as possible. A Character will not Move to a position which would cause harm to themselves.
- Surrender: They forfeit their Move Action and use their other Action to Defend. They also drop any Weapons or Spell Foci they are holding.
- Fight: Their Actions are unaffected, however on their Turn they must use their Action to cause as much harm as possible to a Target of your choosing. A Character cannot be compelled to Harm themselves or a Character they care about.
- Talk: Their Actions are unaffected, however they must immediately answer truthfully to a question you asked them.
At the GM’s discretion, you can suggest different courses of action they must follow. Use the examples above as guidance for what is possible.
The Target must be able to understand you to be affected by this Benefit.
Unnerve (Technique)
When you use the Influence Action on a Character, you can Attempt to Frighten them as part of the same Action.
The Target must make a Mind Defense Check against your Spell Effect DC. On a Failed Check, they are Frightened by you or a Target of your choosing until the End of your Next Turn.
The Target must be able to understand you to be affected by this benefit.
Universal Language
You are able to communicate simple ideas to Characters who cannot understand the languages you know. You are also to a limited degree able to understand what they attempt to communicate to you.
This benefit has no effect on Characters who cannot use any Languages.
Boast
You can use the Influence Action on yourself.
If you have the Quick Wit Benefit, you can also use the Influence Action on yourself as a Reaction when you make an Attack or Skill Check.