Dazzler. If your charisma is greater than your op- ponent’s reason, you can make social attacks that cause him to forget about his true inspirations. Make a social attack; instead of targeting your opponent’s mood, as usually, you target his memory of what defines his character. You try to blind him to his true self. If your attack succeeds, your opponent loses ac- cess to one inspiration for the remainder of the scene. This can only occur in social scenes, and you must have name level in a social class.
Free thinker. Reduce any negative culture effects on you by 1, to a minimum of 0.
High mastery. When using a social skill (the GM is the judge of what is a social skill: bluff, read emotion,
negotiate, and the like), if you roll a d8 or d10 and it explodes, then you roll a d20 as your exploding die. When you roll a d12 and it explodes, roll two d20s as your exploding dice. Take the highest result as usual. Logical soul. Prereq. Name level in engineer, fixer, or trader. Resist mind magic with reason.
Dilettante. You gain five history points.
Martyr. You can increase your social attack die by two sizes if you take 1 Mood damage through self-depre- cation.
Scoundrel. You take only 1 mood damage from losing an inspiration, and only 1 heart damage from losing a love. True love damage applies as normal.
Shame. Social talent. You make someone feel so bad that, if you reduce them to less than 0 Mood, they cannot appear in public until their mood is once again positive. You must have at least ten levels in a social class.
Fabulous invitations. Increase your charisma by two die sizes when inviting someone to an event.
Glorious invitations. No one can turn down an invita- tion to meet with you without suffering double the normal mood penalty. You must have a reputation of 6 or more with the invitee for this to apply. Prereq. Fabulous invitations.
Gloss. You can gloss over a faux pas. Once per social encounter (more than that and not even your skills can bury such a glaring mistake), after an ally has failed or lost a social roll, you can roll your Charisma or social levels (whichever is higher) as a bonus die for one of your ally’s actions. This does not count as an action for you. You must be name level in a social class.
High gloss. You can use your gloss talent once per person per encounter. You must have at least ten lev- els in a social encounter.
Noble mandate.. You demand the best from your colleagues. Once per person per combat encounter (more than that and you sound hackneyed rather than inspiring), you can roll your Charisma or social levels (whichever is higher) as a bonus die for one of your ally’s actions. This is a trick for you in combat. Flirt. When talking with someone who could be sexu- ally attracted to you (most often but not always a member of the opposite sex), treat your Charisma as 2 higher. This bonus is lost if the conversation turns antagonistic.
Happy. You’re fundamentally optimistic. Your maxi- mum mood is 6 instead of 5.
Depress. You can depress someone to such a degree that they cannot gain points in an inspiration for two weeks, or gain a new inspiration for a month. This cannot be used on a person with positive mood more than once per season.
Mass negotiator. If you have as many or more social levels as anyone else in the encounter, and you are
alone at home or on neutral ground, then you gain an extra attack immediately after each enemy’s turn. That is, you alternate turns as sides – one enemy goes, then you go, then a different enemy goes, then you go, and so on. This is talent finds use in audience chambers and guild halls, when aristocrats and bosses entertain several petitioners at once. You must be name level in a social class.
Interrogate. Once per encounter when you are attempt- ing to learn a secret from your foe, you gain your social levels as a bonus die. You must be name level in a social class.
Pet theme. Pick one theme. Whenever you touch on that theme, you increase your attack die size by one. When you do this, you cannot “stack” it with other theme bonuses.
Passionate. When you use an inspiration to aid an at- tack roll, increase your own mood by 1. You must be name level in a social class.
Encourage, enlighten, and entertain. Once per en- counter, when you succeed at a social attack, you can increase the mood of an ally within earshot by 1. Rumor. You can initiate a Rumors improve social combat scene. You assign the rumors and potential reputations. Ignore this talent if your group does not play with improve scenes.
Stunning revelation. Reveal a secret about your op- ponent. You gain the 3 die size increase to your attack as usual for revealing a secret in social combat. If your attack hits, then your opponent is stunned almost to speechlessness. He takes 1 mood damage as normal, and his charisma die size is reduced to d4 (or d2 if it was already a d4) until the start of your next turn. You must be name level in a social class.
Damaging revelation. Reveal a secret about your op- ponent. You gain the 3 die size increase to your attack as usual for revealing a secret in social combat. If you hit with your attack, you deal 2 extra points of mood damage. You must be name level in a social class.
Emotionally invested. Once per encounter, you can roll your heart die as a bonus along with any other die, just as if it were an (un-narrated) inspiration. If you do not win the roll, however, you lose 1 mood.
Clothes horse. You may purchase clothing and other fashion items as if they were one wealth level lower than they are.
High fashion. Increase the quality of all fashion items you own by 1.
Glitter. If you have a fashion item 3 or more better in quality than an opponent’s best fashion item, you deal one extra point of mood damage if you make a successful social combat attack while bringing the disparity up in the conversation. You may do this once per social combat. You may choose this ability up to three times, each time gaining another use of Glitter in combat.
Flaunt. If your wealth level is higher than your oppo- nent’s wealth level, you gain one free attack during a social encounter. The attack is resolved as wealth level vs. wealth level. For example, if Charmaine is wealth level 6 and Phineas is wealth level 5, then they would resolve Charmaine’s Flaunt attack by rolling a d6 for Charmaine and a d4 for Phineas. You must be name level in a social class to take this talent.
Code. Write down one code that you live by. You gain one point to your inspiration involving the code. The point does not count toward your normal cap (your heart score). If you break the code, you lose 4 inspiration in the code’s category and you drop to 0 mood.