Getting people to do what you want is a critical skill, whether by coercion or charm.
Requirements: Novice, Spirit d8+
Belittling or humiliating an enemy can boost your allies' spirits. When this character successfully Tests a foe, he may also remove the Distracted or Vulnerable state from one of his allies.
Requirements: Wild Card, Novice, Spirit d8+
Selfless heroes and determined leaders know their greatest strength often comes from their companions, and are willing to give some of their own fortune, fate, or luck to support them.
A character with this Edge may freely give her Bennies to any other character she can communicate with. The player should explain what form this takes, from a quick shout of encouragement to a welcome pat on the back.
Requirements: Novice
Your heroine is connected to people or organizations who can help her when the chips are down. It might be the city guard, a guild, a wealthy noblewoman, or even other adventurers.
Connections may be taken more than once, selecting a new faction or contact each time. Once per session, and assuming she can get in touch with them, the heroine can call on her friends for a favor.
The favor depends on the nature of the contact (GM’s call), but might include a loan, gear, a few allied fighters, transportation, information, or even a professional with critical skills the party doesn’t have, like a tracker or scholar.
Requirements: Novice, Taunt d8+
Those with a cruel wit can destroy a rival’s ego in a single remark or well-timed gesture. Your hero gets a free reroll on Taunt Tests.
Requirements: Novice, any one of Bloodthirsty, Mean, Ruthless, or Ugly
Being a brutish lout isn’t always a drawback if you know how to use it. Menacing allows a character to put her bad looks or worse attitude to good use. The goon adds +2 to her Intimidation rolls.
Requirements: Novice, Taunt d6+
Clever characters can manipulate their foes, drawing enemy focus on themselves to protect their allies. Once per turn, when your hero uses Taunt for a Test and gets a raise (see Test), she may Provoke the foe.
In addition to all the usual effects of the success and raise, the enemy suffers a -2 penalty to affect any other target besides the one who provoked him. This stacks with Distracted but not further instances of Provoke.
Provoke lasts until a Joker is drawn, someone else Provokes the target, or the encounter ends. Provoke may be combined with Rabble-Rouser (see below).
Requirements: Seasoned, Spirit d8+
This instigator knows how to rile up several enemies at once As a limited action, a character with this Edge can make a social Test with Intimidation or Taunt against all enemies in a Medium Blast Template. The targets must be able to see and hear the hero clearly. Each defender resists and is affected by the Test separately.
Requirements: Novice, Spirit d8+
People know they can depend on your hero when they need assistance. He gets a free reroll on any Support roll.
Requirements: Novice, Taunt d6+
This verbal duelist can turn the slings and arrows of social combat right back at the unwitting fools who hurled them.
If a character with Retort gets a raise when resisting an Intimidation or Taunt Test, the foe is Distracted.
Requirements: Novice, Taunt d6+
This verbal duelist can turn the slings and arrows of social combat right back at the unwitting fools who hurled them.
If a character with Retort gets a raise when resisting an Intimidation or Taunt Test, the foe is Distracted.
Requirements: Novice, Taunt d6+
This verbal duelist can turn the slings and arrows of social combat right back at the unwitting fools who hurled them.
If a character with Retort gets a raise when resisting an Intimidation or Taunt Test, the foe is Distracted.
Requirements: Novice, Smarts d6+
Streetwise characters know how to find the local black market, fence stolen goods, avoid the local law (or criminal element!), lay low when the heat’s on, obtain illegal weapons, find out which “boss” is hiring muscle, or similar shady activities.
Streetwise characters add +2 to Intimidation or Persuasion rolls made to Network with shady or criminal elements. They also add +2 to Common Knowledge rolls pertaining to the types of disreputable activities listed above.
Requirements: Novice, Spirit d8+
Self-confidence is powerful armor against those who attempt to attack this individual’s will. He adds +2 to his total when resisting Tests with Smarts or Spirit.
Requirements: Seasoned, Brave, Strong Willed
The hero now adds his Strong Willed bonus to resist powers and negate their effects. Iron Will doesn’t stack with Brave, nor does it apply to subsequent rolls resulting from powers such as being Shaken by a damaging power, fear, or the like.
Requirements: Seasoned, Smarts d8+
This stalwart champion is ready to assist his allies at a moment's notice. If the hero's Action Card is a face card or Joker, he may Support an ally as a limited free action.
Requirements: Novice, Spirit d8+
Your hero’s words don’t just inspire those they’re directed at—they often inspire others as well. As a limited action, you can use Work the Room to roll a second skill die when Supporting with Persuasion or Performance.
The additional die Supports any other ally who can see or hear your hero, and applies to their next action, whatever it may be.
Requirements: Seasoned, Work the Room
As Work the Room but the hero now adds a third skill die to his Support roll this turn and Supports an additional ally.