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Socialite, Courtier, Savvy Sleazy Politician, Debutante

This antagonist is a social, political, antagonist.  They typically pose little physical threat.

Weapons

Carries a ranged holdout weapon.

Tier 1 Coutier

Resources

Health6
Endurance2
Cunning6
Willpower3
E Mana0
Q Mana0

 

 

Combat Stats

Initiative8
Melee Attack4
Ranged Attack5
Dodge4
Parry5
Soak7
Command10
Size1

 

Social Stats

ConnectionMilitary, Nation, or Organization
ViceVaries
Self-Control9
Shrewdness10
Sense Motives9
Social Actions10

 

 

Powers

NameActionMana CostCharge CostDescription
Blitz AttackSimple1 EnduranceMove up to your speed in spaces and use (Basic Attack) in the same action. This attack gains +4 dice. This mechanic counts as "blitz" for the purposes of any powers that trigger off of blitz attacks.
Defend OtherSimpleSelect a willing target within the same space as you. Intercept attacks for that target. You may apply your parry defense or soak defense to attacks you intercept for them. If your defense is beaten by the attack roll, the attacker may choose to hit you, or hit their original target. If they choose to hit their original target, the original target may apply their own defense against the net hits(successes) remaining from the attack roll. This effectively means that in order to attack the original target, the attacker must go through 2 defense rolls instead of 1 defense roll. Defend Other does not function at all if a single attack would strike both characters, such as an area effect attack.
Full DefenseComplexDouble defense for 1 round.
Read The RoomSimple1 CunningThis power reveals the basic social structures of a group of people you're observing. You'll learn who is in charge, who is a servant, who hates who, who likes who, etc. You won't learn the "why" behind any of this.
ProfileInterruptAt a glance, learn basic biographical information about a person: Their ethnicity, social class, occupation, etc. If a disguise is worn, the disguised individual gets a bonus to their shrewdness equal to the net hits on their disguise test.

Tier 2 Courtier

Resources

Health7
Endurance4
Cunning9
Willpower5
E Mana1
Q Mana11

 

 

Combat Stats

Initiative10
Melee Attack8
Ranged Attack10
Dodge8
Parry8
Soak7
Command15
Size1

 

Social Stats

ConnectionMilitary, Nation, or Organization
ViceVaries
Self-Control15
Shrewdness18
Sense Motives20
Social Actions18

 

 

Powers

NameActionMana CostCharge CostDescription
Blitz AttackSimple1 EnduranceMove up to your speed in spaces and use (Basic Attack) in the same action. This attack gains +4 dice. This mechanic counts as "blitz" for the purposes of any powers that trigger off of blitz attacks.
Defend OtherSimpleSelect a willing target within the same space as you. Intercept attacks for that target. You may apply your parry defense or soak defense to attacks you intercept for them. If your defense is beaten by the attack roll, the attacker may choose to hit you, or hit their original target. If they choose to hit their original target, the original target may apply their own defense against the net hits(successes) remaining from the attack roll. This effectively means that in order to attack the original target, the attacker must go through 2 defense rolls instead of 1 defense roll. Defend Other does not function at all if a single attack would strike both characters, such as an area effect attack.
Full DefenseComplexDouble defense for 1 round.
Read The RoomSimple1 CunningThis power reveals the basic social structures of a group of people you're observing. You'll learn who is in charge, who is a servant, who hates who, who likes who, etc. You won't learn the "why" behind any of this.
ProfileInterruptAt a glance, learn basic biographical information about a person: Their ethnicity, social class, occupation, etc. If a disguise is worn, the disguised individual gets a bonus to their shrewdness equal to the net hits on their disguise test.
I Know You KnowFreeThis power lets you know what a target knows about a secret you are involved with. The target must be aware of you, and you must be looking at their face. This power does not allow you to know whether or not the target knows a widely known fact or idea. It only applies to secrets that you are involved with: the conspiracy you're investigating, the conspiracy you're a part of, etc. This power does not reveal information about the secret which you do not yet know. It only reveals that they know something that you know. This power also reveals if they know more than you or less than you. If you discern that they know more than you, you may wish to interrogate them.
Vicious RumorComplex11 CunningThis power allows you to start a rumor that spreads like wildfire. There are no dice rolls or tests. This power simply works. In 1 day, the rumor will be heard by half the people in a city. In 1 week, the rumor will be heard by half of a nation state. In 1 month half of the world will hear it. Each individual will judge for themselves whether they believe the rumor is true. However, the rumor will not spread to areas for which it has no relevance.
Innocence MethodInterrupt1When someone else is the target of a social action which makes you the target of an emotion, or the target of a task, you can prevent the social action from ever taking place, and prevent it from being used again, for the duration of a scene. For example, when someone uses Excite Emotions on a character to make them angry, with you as the target of that anger, their social action automatically fails. Usable once per scene.

 

Tier 3 Courtier

Resources

Health7
Endurance5
Cunning11
Willpower5
E Mana3
Q Mana14

 

 

Combat Stats

Initiative12
Melee Attack8
Ranged Attack10
Dodge8
Parry8
Soak7
Command18
Size1

 

Social Stats

ConnectionMilitary, Nation, or Organization
ViceVaries
Self-Control16
Shrewdness22
Sense Motives22
Social Actions22

 

 

Powers

NameActionMana CostCharge CostDescription
Blitz AttackSimple1 EnduranceMove up to your speed in spaces and use (Basic Attack) in the same action. This attack gains +4 dice. This mechanic counts as "blitz" for the purposes of any powers that trigger off of blitz attacks.
Defend OtherSimpleSelect a willing target within the same space as you. Intercept attacks for that target. You may apply your parry defense or soak defense to attacks you intercept for them. If your defense is beaten by the attack roll, the attacker may choose to hit you, or hit their original target. If they choose to hit their original target, the original target may apply their own defense against the net hits(successes) remaining from the attack roll. This effectively means that in order to attack the original target, the attacker must go through 2 defense rolls instead of 1 defense roll. Defend Other does not function at all if a single attack would strike both characters, such as an area effect attack.
Full DefenseComplexDouble defense for 1 round.
Read The RoomSimple1 CunningThis power reveals the basic social structures of a group of people you're observing. You'll learn who is in charge, who is a servant, who hates who, who likes who, etc. You won't learn the "why" behind any of this.
ProfileInterruptAt a glance, learn basic biographical information about a person: Their ethnicity, social class, occupation, etc. If a disguise is worn, the disguised individual gets a bonus to their shrewdness equal to the net hits on their disguise test.
I Know You KnowFreeThis power lets you know what a target knows about a secret you are involved with. The target must be aware of you, and you must be looking at their face. This power does not allow you to know whether or not the target knows a widely known fact or idea. It only applies to secrets that you are involved with: the conspiracy you're investigating, the conspiracy you're a part of, etc. This power does not reveal information about the secret which you do not yet know. It only reveals that they know something that you know. This power also reveals if they know more than you or less than you. If you discern that they know more than you, you may wish to interrogate them.
Vicious RumorComplex11 CunningThis power allows you to start a rumor that spreads like wildfire. There are no dice rolls or tests. This power simply works. In 1 day, the rumor will be heard by half the people in a city. In 1 week, the rumor will be heard by half of a nation state. In 1 month half of the world will hear it. Each individual will judge for themselves whether they believe the rumor is true. However, the rumor will not spread to areas for which it has no relevance.
Innocence MethodInterrupt1When someone else is the target of a social action which makes you the target of an emotion, or the target of a task, you can prevent the social action from ever taking place, and prevent it from being used again, for the duration of a scene. For example, when someone uses Excite Emotions on a character to make them angry, with you as the target of that anger, their social action automatically fails. Usable once per scene.
Reset Social ActionInterrupt1 CunningActivate this power to reset a social action which you have already consumed in this scene.
Strength & Weakness DetectorFreeYou can size up a character at a glance. Each net hit allows you to know 1 of the following: Dodge, Parry, or Soak Defense. Close or Ranged Combat dicepool, rating of any other skill or attribute.
Disarming InformationInterrupt1On a first meeting, you know information about a person you have just met; information you could not possibly know without some kind of magic, or perhaps a vast intelligence network. People find this kind of knowledge unnerving, and they are forced to spend 1 Cunning Charge when the information is revealed. You know their name & occupation, family situation, financial situation. The player may also create trivial information about the character: their shoe size, their birthday, their favorite food, the color of their underwear, etc. This power does not function if the target is wearing a full face mask. There is no contested roll unless the target is wearing a disguise. Without a disguise, this power simply works. Additionally, you do not suffer from the -3 modifier for using Sense Motives in a first meeting. This power obviates the need to use the Profile power, and it's required Sense Motives test.
Diplomatic ImmunityYou & your embassy are unable to be attacked unless you've made aggressive actions as defined by GM. Only applies to state-actors or similar; official groups with official legal powers. Does not function against brigands, pirates, or similar.