Diplomat
The Diplomat dedicates their time to trying to solve problems
with words and treaties instead of force and violence. The
Diplomat ties the galaxy together using Promises and
Favors. They seek to create Deals that are beneficial to both
parties. The Diplomat is not against using underhanded
means, as long as they keep their reputation squeaky clean,
because a Diplomat's promises are nothing if their
reputation is poor.
Base Abilities
- Promise: The Diplomat can use
a Promise as their contribution to a Deal they are
negotiating. If the Deal is agreed upon, the Diplomat must
fulfill the Promise at a certain point, or they will lose a
point of Reputation. If a Diplomat's Reputation is negative,
they cannot use a Promise as their contribution.
- Favor: The Diplomat can use a
Favor as their compensation to a Deal they are
negotiating. If the Deal is agreed upon, the Diplomat can use
the favor as a bargaining chip in another Deal, or they can
call in the Favor themselves at a future point.
- Desire Detection (Level 1):
The Diplomat is attuned to the desires of others. By spending
1 Motivation, the Diplomat can roll a Perception + Insight
roll against the target's Confidence + Emotional Control. If
they succeed and one of the target's Flaws is Avarice, the
Diplomat can tell either the type of Avarice (Envy, Greed, or
Gluttony) or what it is that they want. If the target does
not have Avarice as a Flaw, the Diplomat has their Motivation
refunded.
Ultimate Ability
- Wait, Stop!: The Diplomat has
learned how to intercede in a hostile, even violent situation
at least long enough for them to appeal to a target's
emotions or logic. By spending 3 Motivation, a Diplomat can
cause all those in hearing distance (5 squares) from engaging
in combat until after they've heard the Diplomat out (2
Rounds of pause).
Knowledge
- Haggling: The
Diplomat has learned the art of haggling and can use the
Negotiation skill to argue down the price of something.
Motivators
- Let's Make a Deal: Every
time the Diplomat makes a Deal, they gain 1 Motivation. Deals
can include effort or expenditures in exchange for Favors,
either delivered or Promised.
- A Promise Kept: Every time
the Diplomat spends at least 10 minutes talking to people or
working to make good on a Promise that they made, they gain 2
Motivation.
Knowledge: Haggling
The Diplomat knows how to get the best deal due to their
constant study of people. Whenever a Diplomat is trying to buy
goods or services, they can roll their Haggling Skill in
addition to their Negotiation skill dice.
For every uncanceled Critical Hit, the Diplomat can gain
another 5% price change in their favor!
Reputation
The Diplomat has a Reputation that they use to negotiate
deals. The Reputation can be positive or negative. If it is
positive, then it becomes a bonus die that the Diplomat
can use with the Negotiation skill to attempt to make a
Deal.
If the Reputation is negative, then it becomes additional
resistance that an NPC gains to resist making a deal
(Defense Die).
Each time the Diplomat makes a Deal and keeps their Promise,
their Reputation increases by 1 to a maximum of 5. Each time
they break a Promise, their Reputation decreases by 1, to a
minimum of -5.
Hit Points
The Diplomat's Hit Points increase by 1 per level.
Leveling Table
|
Class Level
|
Class Features for Level
|
|
0
|
|
|
1
|
- Desire Detection;
- Haggling;
|
|
2
|
- Negotiator Skill Point;
- Networker Skill Point;
|
|
3
|
- Command Skill Point
- Comms Skill Point
|
|
4
|
- Influence Increases;
- Medical Skill Point;
|
|
5
|
- Leader Skill Point;
- Instigator Skill Point;
|
|
6
|
- Command Skill Point
- Comms Skill Point
|
|
7
|
- Influence Increases;
- Haggling;
|
|
8
|
- Con Artist Skill Point;
- Calculator Skill Point;
|
|
9
|
- Command Skill Point
- Comms Skill Point
|
|
10
|
- Negotiator Skill Point;
- Networker Skill Point;
|
|
11
|
- Influence Increases;
- Haggling;
|
|
12
|
- Leader Skill Point;
- Instigator Skill Point;
|
|
13
|
- Con Artist Skill Point;
- Calculator Skill Point;
|
|
14
|
- Command Skill Point
- Comms Skill Point
|
|
15
|
- Influence Increases;
- Haggling;
|
|
16
|
- Negotiator Skill Point;
- Networker Skill Point;
|
|
17
|
- Leader Skill Point;
- Instigator Skill Point;
|
|
18
|
- Con Artist Skill Point;
- Calculator Skill Point;
|
|
19
|
- Influence Increases;
- Haggling;
|
|
20
|
|
Talent Tree(s)
- Influence (x6): The Diplomat
earns Influence in a Realm of Power.
- Culture Familiarity (x10): The
Diplomat becomes more Familiar in one of the Cultures of the
Galaxy.
- Increased Charisma: The
Diplomat gains 1 permanent Charisma point.
- Increased Confidence: The
Diplomat gains 1 permanent Confidence point.
- Increased Intelligence: The
Diplomat gains 1 permanent Intelligence point.
- Increased Perception: The
Diplomat gains 1 permanent Perception point.
- Loves Own Voice: Whenever the
Diplomat spends at least 10 minutes speaking, uninterrupted,
they gain 2 Motivation.
- Winning Smile: When you are
attempting to make a character like you via the Charm
skill, you can reroll up to 2 dice. Your teeth (if you
have any) are so white they practically sparkle!
- Friendly Warning: You have
learned the art of threatening people in a way where they
aren't able to retaliate. An implied threat smoothed over
with a smile and a wink. When you roll your Confidence +
Intimidation to attempt to Frighten or Intimidate another
character, you may spend 1 Motivation. If you do, the
character can not attempt to retaliate while in this "safe
haven," that you've designated. This ability can also work if
an ally performed the Intimidation within the last 1
minute.
- Let's Make a Deal:
Whenever the Diplomat is rolling either a Negotiation Skill
Check or
the Negotiation
Challenge Die, they can spend 3 Motivation. If they do,
they can reroll all the dice involved.
- Backhanded Compliment: The
Diplomat has learned how to lay on the charm while also being
relentlessly insulting. By spending 1 Motivation, the
Diplomat can say something incredibly Insulting but have the
people around them think it a joke or a harmless ribbing,
even if the target is seething with rage by the end of
it. This ability can also work if an ally performed the
Insulting within the last 1 minute.
- Charismatic Host: The
Diplomat knows how to show others a good time. By spending 1
Motivation, they can ensure that any Charisma + Carousing
check they are present for can reroll 1 die. In
addition, if the Diplomat sacrifices a Favor, they can double
the Disposition Improvement of all partygoers at the party,
by having exactly what they like.
- Plausible Deniability:
When the Diplomat is involved in a confidence play using
Deception, they can spend 1 Motivation to ensure that their
personal reputation is not sullied no matter how the con goes
down. This ability can also work if an ally performed the
Deception within the last 1 minute.
- Extra Favor: When the
Diplomat has struck a deal, the target somehow owes them two
Favors instead of one.
- False Promise: The
Diplomat can create a Deal with a Promise that they have no
intention of keeping. By spending 1 Motivation, the Diplomat
can prevent this betrayal from harming their Reputation,
however they must perform an Intelligence + Logic check
against the target's Intelligence + Logic (doubled if the
target is Logical). If they get at least one uncancelled Hit,
they've created a loophole in their Promise that allows them
to technically keep it while still reneging on the spirit of
it. This ability can only be used once a month (session) or
it really will hurt their Reputation.
- Favor Conversion Rate: The
Diplomat can normally call in a Favor from a given character
to solve a specific social problem that Influence could
solve, converting it into a monetary amount is tantamount to
bribery, and is not what you're about. However, sometimes a
conversion needs to happen. To do this the Diplomat must
spend 1 point of Motivation, and the Favor is converted into
100x that character's value in EXP as credits. The Diplomat
has found a loophole to turn a Favor into credits that
doesn't violate any ethical protocols.
Influence
The Diplomat has earned some Influence in one of the realms
of power, and can use that Influence to grease the wheels and
bypass the bureaucracy:
- Government
- Military
- Commerce
- Popular Culture
- Science & Technology
Each point of Influence in an area adds 1 die for Bureaucracy
skill checks when interacting with those in that realm of
power. The same realm of Influence can be selected multiple
times.
Culture Familiarity
The Diplomat can become familiar with the dialects and
idiosyncrasies of various sections of Galactic Society. When
dealing with a familiar culture, the Diplomat can reroll 1 die
for each Etiquette or Languages skill check, or
the Communication Challenge
Die once per challenge.
- Colonists
- Corporate Sector
- Great Houses
- Insurgents
- Merchants Guild
- Mid-Rim Work World
- Religious Acolytes
- Spacers
- Syndicates
- Techno Union
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