Perks
Social Mastery
Social Mastery
Skill Perk
- All social skills gain +2 to their level cap.
- Cannot take another "Mastery" Perk.
Silver Tongue
Silver Tongue
Social Perk
- Always reroll 1's and 2's when making social tests.
- When the party is making a group social test, up to three allies gain a free re-roll.
Leadership
Leadership
Social Perk
- Spend 1 Willpower to grant up to five nearby allies Willpower this round.
Etiquette
Etiquette
Social Perk
- Once per session, you can reroll a social test as a 1d12+8 and take the best result.
- This ability cannot be combined with Willpower.
Guile
Guile
Social Perk
- Gain +5 to concealing your intentions.
- This is not the same as fabricating a lie.
First Impressions
First Impressions
Social Perk
- Gain +3 to your first social roll with each new person you meet.
Centered
Centered
Arcane Perk
- Automatically succeed at retaining 'Concentration,' such as when you are hit by an opponent.
Powers
Chi: Mind
Chi: Mind
Chi Power
Mind Proficiency
- +5 to memory recall, research, solving puzzles, and pattern recognition.
Iron Will
- Immune to charm, domination, telepathy, mind-altering, sleep, and fear magic.
- This does not apply to psychic damage; it only resists mental magic based in control.
Meditative
- Only need half the usual amount of sleep during a long rest.
Lucidity
- You can react to your surroundings while sleeping and wake instantly.
Chi: Psionics
Chi: Psionics
Chi Power
Requires Power: Chi: Mind
Psionic Ward
- Immune to psychic attacks and damage.
Mental Sync
- Friendly mind powers can be cast on you for free, if you allow it.
Mindslip
- If a mind power you cast is resisted, you can spend 1 Mana instead of the full cost.
Presence
Presence
Sorcery - Psionics
Presence
Minor
- Choose how others instinctively read you for a scene. Does not stack.
- Charming: Advantage on persuasion, diplomacy, etiquette, socializing, etc.
- Credible: Advantage when trying to pass yourself off in a particular role.
- Forgettable: Advantage when trying to be inconspicuous in public spaces.
- Harmless: Opponents likely to disregard you in combat unless given a reason to focus on you.
- Innocent: Advantage to resist blame, suspicion, public shaming, or accusations.
- Inspiring: Advantage on receiving, gathering, and holding attention.
- Menacing: Advantage on taunts, threat appeal, intimidation, rallying morale, etc.
- Sincere: Advantage when bluffing, using guile, or trying to appear genuine.
Charm
Charm
Sorcery - Psionics
Charm
Major
- Victim resists vs. Resolve or is devoted to you for a day.
- Must be cast on neutral or friendly parties. They revert to normal when the effect ends.
- Victim becomes deeply loyal, and will go to significant lengths to appease you.
- Victim retains their personality and motivations, but prioritizes your needs highly.
- When the charm ends, the victim can save vs. Wits to recognize they were charmed.
Suggest
Suggest
Sorcery - Psionics
Requires Power: Charm
Suggest
Major
- Victim feels a suggestion as though it was given by trusted friends.
- Treat the suggestion as equivalent to a week's worth of peer pressure by close allies.
- It does not guarantee action; results should be realistic to the individual.
- Suggestions must be issued through voice, telepathy, or a medium they can use.
- Victim can save vs. Resolve to resist the effect.
- Victim can save vs. Wits to identify that magical influence was used on them.
Impulse
Mana
- Victim feels a natural urge of your choice for up to a scene.
- Can inflict or remove urges: hungry, tired, calm, anger, stress, anxiety, etc.
- The urge doesn't overwhelm their behavior, but may influence their actions.
Read Mind
Read Mind
Sorcery - Telepathy
Read Emotions
Focus
- Gain advantage on social insight tests.
Probe Emotions
Minor
- Add +2 to a social insight test.
Read Mind
Mana
- Identify a single, persisting detail about a chosen target.
- Can identify: name, profession, hobby, duties, age, gender, race, etc.
- If age, gender, or race appear mismatched or disguised, this reveals an apparent discrepancy.
- Can also reveal current constraints (e.g. awaiting orders).
Traits
Networker
Networker
Works through relationships.
Access
Access
Has entry to restricted spaces or circles.
Authority
Authority
Has legitimate command or institutional power.
Connections
Connections
Has a useful personal network.
Vengeance
Vengeance
Wants retaliation or punishment.
Diplomatic
Diplomatic
Balances interests with careful wording.
Notes
Keeps courtly allies at arm's length, trading favors while collecting rumors tied to Varlocke assassins.