Sin organizar
Tier
1
Descriptor
Inquisitive
Type
Speaker
Focus
Shepherds the Community
Other
Stat Pools
Might Pool
10
Might Edge
0
Speed Pool
10
Speed Edge
0
Intellect Pool
18
Intellect Edge
1
Special Abilities
Special Abilities
Community Activist:
When speaking to others in a community you have a strong connection to, you are trained in persuasion and intimidation tasks about topics that directly relate to the community. Enabler.

Community Knowledge:
If you’ve invested yourself in a community and have spent at least a few months living there, you can learn things about it through a variety of methods. Sometimes contacts slip the information to you. Other times, you’re able to draw conclusions simply by what you can see and hear. When you use this ability, you can ask the GM one question about the community and get a very short answer. Action.

Interaction Skills:
You are trained in two skills
in which you are not already trained. Choose two of the following: deceiving, persuading, public speaking, seeing through deception, or intimidation. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler. (Insight & Persuasion)

Demeanor of Command:
You project confidence, knowledge, and charisma to all who see you for the next hour. Your demeanor is such that those who see you automatically understand that you are someone important, accomplished, and with authority. When you speak, strangers who are not already attacking give you at least a round to have your say. If speaking to a group that can understand you, you can attempt to have them produce their leader or ask that they take you to their leader. You gain a free level of Effort that can be applied to one persuasion task you attempt during this period. Action to initiate.

Fast Talk:
When speaking with an intelligent creature who can understand you and isn’t hostile, you convince that creature to take one reasonable action in the next round. A reasonable action must be agreed upon by the GM; it should not put the creature or its allies in obvious danger or be wildly out of character. Action.

Spin Identity:
You convince all intelligent creatures who can see, hear, and understand you that you are someone or something other than who you actually are. You don’t impersonate a specific individual
known to the victim. Instead, you convince the victim that you are someone they do not know
belonging to a certain category of people. “We’re from the government.” “I’m just a simple farmer from the next town over.” “Your commander sent me.” A disguise isn’t necessary, but a good disguise will almost certainly be an asset to the
roll involved. If you attempt to convince more than one creature, the Intellect cost increases by
1 point per additional victim. Fooled creatures remain so for up to an hour, unless your actions
or other circumstances reveal your true identity earlier. Action.
Skills
Skills
History: Trained

Insight: Trained

Learning New Things: Trained

Geography: Trained

Persuasion: Trained

Medium/Heavy Weapons: Impaired

Initiative: Impaired

Hear or Notice Danger: Impaired