Socialite: Base Class
Found in the great courts of the lands, in every bar or pub, and shadowy dens where information is the only currency, the Socialite dwells… trading on words, gestures, and emotions. These manipulators of the spoken tongue garner aid from the willing and otherwise through subtle inflections, outright slander, and traitorous misdirection.
As masters of words both subtle and overt, these cunning manipulators can dissuade attackers, subdue the vengeful, and entice the stalwart. While wealth and power are appealing to most, they are merely tools to the Socialite; chips in a high stakes game where the greatest rewards are even greater heights of power, prestige, and realized ambitions.
Furthermore, the Socialite is the pinnacle of subtle discernment and information gathering. They are often found sussing out facts and truths from simple conversations - frequently without their quarry’s notice. Using guile and a keen mind, the Socialite may separate fact from fiction, gain insight into another's motives, and even force another to act as the Socialite’s pawn for a time.
In addition, many Socialites leverage their resources into hiring a Bodyguard; a specific bonded individual whom they are able to empower in key moments. These bodyguards are never to be trifled with. After all, as the Socialite grows in ability, so do their protectors… often in subtle ways that only become apparent when they decide to play their hand.
Note: If the character selects an option and already has the maximum amount of any of the selected skills, the costs for those skills will be refunded instead.
Class Level | Utility Powers | Basic | Advanced | Class |
1 | 0 | 1 | - | - |
2 | 1* | 1* | - | |
3 | 1 | 2 | - | |
4 | 2 | 3 | - | |
5 | 2 | 4 | - | |
6 | 3† | 4† | 1 | |
7 | 3 | 5 | 1 | |
8 | 4 | 5 | 2 | |
9 | 4 | 5 | 3** | |
10 | 4 | 5 | 3 |
Note: Life Points and Maximum Spikes can be found in the Class Level Table in The Tempest Rulebook.
* Archetype Socialites gain 1 additional Utility Power and Basic Power per the Primary Training Archetype Power. These are not included in the table, as only characters with more Socialite levels than others gain this bonus
† Focused Results is not included on the table, but is available to Level 6 Socialites with 0 other Base Class Levels
** Erudition is not included on the table
Requirement: Socialite Level 4
Incantation: RP: Heartfelt verbal complaints which include at least 10 words.
Call: None
Target: Self Duration: Quick 100
Delivery: None Refresh: Short Rest
Accent: None Effect: Special
While few can boast as well as the Socialite, there are still powers that can overcome even the most… “stubborn” of minds. However, that doesn’t mean the Socialite is bound forever! By picking apart the threads of a geas, curse, or domination, the Socialite can worm their way out of the binding, eventually freeing themself. The Socialite may call Cure [Berserk, Charm, or Dominate] to Self after verbally complaining about the nature of their mental confinement and/or disparaging their captor about their predicament.
Note: This power may be used while Berserked, but the Socialite is still under all other effects of that condition.
Requirement: Socialite Level 7
Incant: RP: Retort which includes at least 10 words.
Call: “Resist“
Target: Self Duration: Instantaneous
Delivery: None Refresh: Long Rest
Accent: None Effect: Resist
The Socialite may resist an Obey effect once per Long Rest. To do so, they must call out the nerve of the offender so they can hear the retort. “How dare you…” is a good start.
Requirement: Socialite Level 8
Incant: RP: Insult the target using at least 10 words
Call: “[Name or Description] Taunt 1 by Will“
Target: Individual Duration: Instantaneous
Delivery: Verbal Refresh: Long Rest
Accent: Will Effect: Taunt
Social butterflies with bright garish colors make for excellent distractions, especially for the Bodyguard with a sharp, poisoned knife. By using this power, the Socialite may draw the attention, briefly, of an opponent while their Bodyguard sneaks in for the kill.
Requirement: Level 2 Socialite
The Socialite gains an additional Utility Power and Basic Power from the Socialite Class Powers.
Requirement: Socialite Level 2
Incant: None
Call: None
Target: None Duration: Passive
Delivery: None Refresh: Immediate
Accent: None Effect: Counter
The Socialite may designate one pouch (no more than 8” in any one dimension) as their Powdercase. The Powdercase can only contain Wealth, Hide, Harvest, Ore, Rare Minerals, Bloom, and Night Prizes. Once marked with a Halo Sigil, the contents of the pouch are immune to searches and Powers and are excluded when answering Discern questions. The power does not need to be announced, and can be ignored by the Socialite.
Requirement: Socialite Level 3
Incantation: “Welcome to [Group Name], [Character Name]”
Call: “Grant Inherent Type: Member of [Group Name]”
Target: Individual Duration: Permanent
Delivery: Touch Refresh: Short Rest
Accent: None Effect: Grant Type: Member of [Group Name]
Socialites tend to find themselves at the center of social cliques. Acting as the cog of a wheel can confer many benefits to its members, including organization, information disbursement, and even mental health.
A Socialite may extend a formal invitation after spending 5-10 minutes discussing the group with the potential new member. Invitees must accept of their own free will, automatically resisting any compulsions to join.
The new member gains the Inherent Qualifier: Member of [Group Name]. In addition, they gain effects from other Socialite powers targeting the group. However, they may leave at any time by informing the Socialite or by notifying Staff between games.
The Socialite gains a number of "Counters" equal to their levels in Socialite usable against any attack or power from any member of their group.
The Socialite must inform Staff when a group is created (before any recruiting happens), disbanded, and when a new member is inducted. Without powers or items to create an exception, the Socialite may have up to their Socialite level in members, and may only be the Heart of a single group. A Socialite's bodyguard, and the Socialite themselves, may be included in the group without counting against the total limit.
Requirement: Socialite Level 5
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Special
The Socialite learns an additional Basic Power from the Socialite Class Powers.
Requirement: Level 6 Socialite, 0 Levels in any other Base Class
The Socialite gains an additional Utility Power and Basic Power from the Socialite Class Powers.
Requirement: Socialite Level 6
Incantation: None
Call: None
Target: Self Duration: Instantaneous
Delivery: None Refresh: Immediate
Accent: None Effect: Refresh
Across the lands, the Socialite is well versed in appearing hospitable, but always with an escape plan or hidden agenda. Among the most feared and lethal tools at their disposal is the wide array of poisons easily procured in even the most out-of-the-way locations. Beware a proffered drink from a Socialite, as that sickly sweet taste might be your last.
All ingested poisons the Socialite places into drinks are modified to add the “Final” tag.
Additionally, once per Event, the Socialite may poison a drink with “Heal to Full and Cure all Conditions by Poison Final”
Requirement: Socialite Level 9
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Special
The Socialite learns an additional Socialite Class Advanced Power.
Requirement: Socialite Level 10
Incantation: None
Call: “Heal to Full”, “Cure All Conditions”, “Refresh All Spikes”, Explanation
Target: Other Individual Duration: Instantaneous
Delivery: Touch Refresh: Long Rest
Accent: None Effect: Special
After a pep talk of thirty seconds or more, the encouraging words of the Socialite lift the target's spirit, mend their wounds, and cure their ailments.
The target receives all the following benefits:
Requirement: Socialite Level 2
Incantation: RP
Call: “Long Grant Bodyguard Qualifier by Contract”
Target: Individual Duration: Long Rest
Delivery: Touch Refresh: Long Rest
Accent: Contract Effect: Special
The Socialite is a creature of beauty, a flower in a field, and a damsel in distress… when they want to be. Otherwise they have a Bodyguard.
After a detailed conversation and a written contract, a Socialite may bind their target into an agreement to protect them from harm. This contract is valid for at least a Long Rest, but may be extended automatically and indefinitely.
Bodyguarding is serious work. An individual may only act as a Bodyguard for one person at a time, and Socialites may only retain one Bodyguard at a time.
Socialites with The Right Hand may select one power from the Right Hand Powers list, plus an additional for every three Socialite class levels after the first. Listed CP costs must be paid.
For Example: Jabberwock takes The Right Hand at Socialite level 2. He immediately gains one class power for which he meets the prerequisites and which has Requirement: The Right Hand. When Jabberwock takes his 4th level in Socialite, he will pick an additional class power for which he meets the requirements and which has Requirement: The Right Hand. This is true for level 7, 10, 13, etc.
Requirements: The Right Hand, Socialite Level 4
Incantation: RP
Call: None
Target: Self Duration: Instantaneous
Delivery: None Refresh: Immediate
Accent: None Effect: Refresh
The Socialite has mastered the arts of social manipulation such that they may have an additional Bodyguard. The Socialite may use The Right Hand power to designate one other individual as their Bodyguard.
Requirement: Socialite Level 7
Incantation: RP for about 2 minutes, Rousing Speech
Call: Special
Target: Individuals Duration: Short Rest, Special
Delivery: Verbal Refresh: Event
Accent: Will Effect: Grant, Refresh
Whether walking the lines before a battle, delving into a dungeon, or starting off a council meeting, Socialites know how to inspire allies.
The Socialite gains charges equal to their Socialite class level after inspiring their allies with rousing words of victory for a couple minutes. By spending about 15 seconds roleplaying encouraging an ally, the Socialite may spend a charge to do one of the following:
Unspent charges will expire after a Short Rest, or if the Socialite becomes Helpless.
Requirement: The Right Hand
Incantation: RP: Present Token, None
Call: None, “Grant 1 Barrier to Bodyguard”
Target: Individual Duration: Passive, Permanent
Delivery: Touch Refresh: Quick 100
Accent: None Effect: Grant Barrier
A Bodyguard wearing the favor of their charge feels the weight of responsibility and can shrug off wounds in the name of duty. A trinket, token, necklace or similar adornment needs to be gifted to the Bodyguard during a time of peace (out of combat) so they may be reminded of what they fight for later.
The Socialite may ‘Grant One Barrier to Bodyguard’ at will while the Bodyguard has 0 Barrier and is visibly displaying the object of their ward’s favor.
Requirement: The Right Hand, Socialite Level 6
Incant: None
Call: “[Name or Description] Grant: ‘Obey: Ignore this concealed weapon.’”
Target: Individual Duration: Short Rest
Delivery: Verbal Refresh: Long Rest
Accent: None Effect: Grant Obey
Bodyguards aren’t particularly useful if they cannot defend the Socialite. The pair are used to taking advantage of the Socialite’s quick diversions to sneak weapons into places they are normally forbidden.
Choose one weapon the Bodyguard is making an attempt to sneak into a place weapons have been forbidden. For the duration of a Short Rest, the Bodyguard may use “[Name or Description] Obey: Ignore this concealed weapon.” The power ends if the bodyguard enters combat.
Requirement: The Right Hand
Incant: RP: Short heart to heart with another individual
Call: “Grant: ‘Save the Day’”, Explanation
Target: Individual Bodyguard Duration: Long Rest
Delivery: Touch Refresh: Event
Accent: None Effect: Grant, Discern
After speaking at length with an individual, the Socialite may ask them “Subtle Discern by Mind: Would you save me if I were in danger?” If the individual says yes, the Socialite may forge a trust bond with the individual and Grant them the Save the Day Power below:
Save The Day Incant: RP: Call out your quarry and threaten them for hurting the Socialite. Call: “[Name or Description] Taunt 2 by Fear” Target: Individual Duration: Instantaneous Delivery: Verbal Refresh: Focus Quick 100 Accent: Fear Effect: Taunt The recollection of their oath fuels the Bodyguard with strength to protect the Socialite, albeit in their own way. The Bodyguard may threaten the Socialite’s assailant and call “[Name or Description], Taunt 2 by Fear” as long as the target is within melee range of the Socialite. |
If the individual says anything other than a flavor of ‘yes’, the Socialite takes 1 Piercing by Agony as their heart breaks a little.
Requirement: The Right Hand
Incantation: RP: Supporting the individual and their combat abilities
Call: “[Bodyguard’s Name or Description] Grant Protect vs Damage below 4”
Target: Individual Duration: Instantaneous
Delivery: Verbal Refresh: Short Rest
Accent: None Effect: Grant Protect
Socialites don’t make a habit of wandering around on their own, and seeing to their Bodyguard’s safety is mutually beneficial.
Once per Short Rest while out of combat the Socialite may bolster their Bodyguard. The Socialite grants a Protect vs Damage below 4 after complimenting their Bodyguard and strengthening their kinship.
Requirement: The Right Hand
Incant: RP: Conversing with the Bodyguard
Call: “Refresh 1 Novice or Adept Spell Slot”
Target: Individual (Bodyguard) Duration: Instantaneous
Delivery: Verbal Refresh: Long Rest
Accent: None Effect: Refresh
Bodyguards may be inspired and call upon their inner reserves to accomplish more than they thought possible. The Bodyguard may Refresh 1 Novice or Adept Spell Slot after a quick pep talk with the Socialite.
Rise Above This - 1 CP [Class]
Requirement: The Right Hand
Incantation: RP: Encouraging their bodyguard to get up
Call: “[Bodyguard’s Name or Description] Heal 1 to Dying”
Target: Individual Duration: Instantaneous
Delivery: Verbal Refresh: Focus Quick 100
Accent: None Effect: Heal
The Socialite knows how to rouse their companions, and their words can keep even the most desperate from teetering from the ledge. Calling upon their natural guile, they stir the infirm and support them to rise again. After verbally supporting their bodyguard (or disparaging, depending on their individual interactions), they may call “[Bodyguard’s Name or Description] Heal 1 to Dying.”
Requirement: The Right Hand, Socialite Level 6
Incantation: RP: Encouraging their bodyguard to keep fighting
Call: “[Bodyguard’s Name or Description] Refresh Two Spikes”
Target: Individual Duration: Instantaneous
Delivery: Verbal Refresh: Short Rest
Accent: None Effect: Refresh
When muscles tire and the will to continue flags, a voice of encouragement can be the best thing at your back. Most Socialites are experts in knowing exactly what to say to keep a stalwart soldier fighting… or goading them on into cleaning up a fight, at least. The Socialite Refreshes two of their Bodyguard’s Spikes with quick verbal encouragement.
Requirement: The Right Hand
Incantation: RP: Short pep talk
Call: “[Bodyguard’s Name or Description] Grant Protect vs [Will or Mind]”
Target: Individual Duration: Until Used
Delivery: Verbal Refresh: Short Rest
Accent: None Effect: Protect
The Socialite knows how to convince their Bodyguard that everything will be alright, granting them one Protect vs [Will or Mind] with a short pep talk.
Requirement: The Right Hand, Socialite Level 6
Incant: RP: Explaining how they are going to hold the spell for the bodyguard
Call: “Charged”, Explanation
Target: Self Duration: Short Rest
Delivery: None Refresh: Short Rest
Accent: None Effect: Special
The Socialite is able to hold charged spell packets that their Bodyguard has cast. The Socialite is subject to all the rules for holding the Spell Packet, and may carry it until the Socialite’s Bodyguard who cast it retrieves it, or until a Short Rest.
Requirement: The Right Hand, Socialite Level 6
Incant: RP: Explaining that your Bodyguard is going with you wherever you’re going
Call: “[Name or Description] Obey by Fear: Let my Bodyguard in with me if I am allowed in.”
Target: Individual Duration: Instantaneous
Delivery: Verbal Refresh: Focus Quick 100
Accent: Fear Effect: Obey
The Socialite may make allowances for their Bodyguard in any space they themselves are welcome. If a venue would try to prohibit the Bodyguard from entering with the Socialite, the Socialite may pull the contract to ensure their passage.
Incantation: RP: Talking with the crafter for the duration of their crafting process.
Call: Explanation
Target: Other Individual Duration: Instantaneous
Delivery: RP Refresh: Long Rest
Accent: None Effect: Special
The Socialite bestows a few words of encouragement and some tips on how to improve the quality during a Crafter’s process. The Crafter (who cannot be the Socialite) is able to improve their Recipe with a minor boon from the list below. Each ability can only be used once per craft, and the effect only lasts til the end of the event
Requirement: Profession - Journeyman skill
The Socialite has mastered their trade and expanded their business throughout the region. They gain the Profession - Master skill.
In addition, they have the complete support of a small caravan who will take them wherever they would like… so long as they are willing to flex their chosen trade or charismatic acumen for them from time to time. This caravan grants an additional movement action during BGE’s, and may be used in conjunction with Steed.
By book education or more practical means, the Socialite is familiar with the ways of many puzzles. They gain the Insight Perk.
In addition to their normal Insight, the Socialite gains two abilities, each of which may be used once per Long Rest:
Incant: None
Call: None
Target: Resources Duration: Special
Delivery: None Refresh: Event
Accent: None Effect: Special
When people are your business, you learn the tell-tale signs of who is dealing in what. In this case, you know someone who specializes in moving goods with questionable sources.
The Socialite may exchange Basic or Uncommon Resources with their business contacts for a small fee. They send up to 15 Basic (Hide/Ingot/Bloom) or 7 Uncommon (Rare Minerals/Harvest/Night Prizes) and 2 Wealth (their fee) and get an equal number of the same rank (Basic/Uncommon) in a denomination of the Socialite’s choice.
Players pass the resources and Wealth to Staff with a note detailing their return request. Staff will make the trades return to the Socialite at their convenience. The resources and coin will be refunded and the ability refreshed if Staff cannot make the trade for logistical or plot reasons.
Incantation: Special
Call: Explanation
Target: Two Individuals Duration: Instantaneous
Delivery: Verbal Refresh: Short Rest
Accent: None Effect: Taunt, Instruction
The Socialite gains 2 wealth per Event at check-in.
Additionally, the Socialite can serve as an intermediary between two combatants who wish to beat each other to a pulp. The Socialite declares the fight and ensures everyone knows the rules. Once the two duelists accept the duel, they gain the Short Inherent Taunt 1 condition to each other for the duration of the bout.
The duel is declared by the Socialite with the following calls at thematically appropriate moments:
If the duel is interrupted for any reason, including any combatant leaving the Duel area, it immediately ends. Otherwise, the duel concludes when the Socialite declares a winner. They must Call ”Instruction: Duelists, return to your state when the duel began.” This refreshes all of the duelists’ abilities used during the fight. If either duelist used any power on anyone outside the duel they do not benefit from this refresh.
Incant: None
Call: None
Target: Individual Duration: Event
Delivery: Touch Refresh: Long Rest
Accent: None Effect: Special
After a few moments of tinkering the Socialite can trigger a container to become a Safebox the next time it is closed. A Safebox’s contents are generally unreachable unless all parties involved in its creation agree that it should be opened. Certain Powers (Dispel Magic, Ritual Disjunction, etc) will get past the safeguards.
The Safebox needs to be created with an Item Info Card containing the following:
Incant: None
Call: None
Target: Resources Duration: Instantaneous
Delivery: None Refresh: Event
Accent: None Effect: Special
The Socialite has access to closed markets before gatherings via business partners and associates.
A Sources List containing prices and quantities will be available at Check-In. Basic Resources, otherwise unavailable items, information, or other curiosities and oddities Plot deems fit will rotate through this list.
The Socialite has developed a network of discrete trade associates and maintains an underground network. Their friends in low places have taught them how to avoid paying tribute to those who would cut into their profits. The Socialite receives an additional 2 Wealth for every rank of Profession, and an additional 1 Wealth for Manse and Income.
With a few favors called the Socialite can add an additional stop to a merchant’s route. Correspondence must be sent in advance to give time for the merchant to adjust their travels accordingly.
The Socialite must pen the request before the end of an Event to arrange for the stop at the next Event. The letter must contain one request from the following list: General Goods, Ritual Supplies, Tinkerer Supplies, Alchemical Supplies, Enchanting Supplies, Raw Materials, and Specialty Goods.
The merchant will arrive at the following Event and seek out a common place of commerce, offering the Socialite who called them right of first refusal on the first round of sales. If, for whatever reason, the merchant is unable to show, the Socialite may exercise their opportunity to make purchases at Check-In by themselves.
Finally, the Traveling Merchant may be commissioned to sell goods on behalf of the Socialite as a consignment sale, negotiated at the time the Merchant arrives in town. The Socialite should be aware that particularly good sales by the merchant might incline them to tip the Socialite, but that’s up to individual roleplay.
Incantation: RP; Slow 60
Call: None
Target: Individual Duration: Instantaneous
Delivery: RP Refresh: Short Rest
Accent: Will Effect: Cure, Special
The Socialite sits down with a willing creature and engages them in a dialog for at least a minute while out of combat. Using a soothing and relaxing manner, they calm the emotions of the target. The Socialite may Cure the target of one condition from the Will, Mind, Fear, or Illusion accents at the conclusion of the conversation. Additionally, this power can be used to cure the negative effects of the Nightmare Challenge.
Incantation: Focus Slow 120
Call: “[Name or Description] 4” or “[Name or Description] 6 by Flame”
Target: Individual Duration: Instantaneous, Long Rest
Delivery: Verbal Refresh: Upon Discharge
Accent: Flame Effect: None
The Socialite can booby trap a personal container, but can only have one trapped container at a time. Over a Slow 120 the character roleplays setting up the device and decides whether it is a mechanical or chemical trap. The trap is considered active and must be disabled normally if the container is searched before the next Long Rest. The trap is automatically disarmed if the Socialite opens the container or at a Long Rest.
A triggered trap will make a snap and deal 4 (mechanical) or 6 (chemical) damage to the searcher. Chemical traps will also destroy all flammable objects in the container. Like the Tinkering Power “Triggered Base Trap”, the trap is represented by a mousetrap, party popper, and/or snaps.
Incantation: None
Call: “[Name of Description] Subtle Discern by Mind: [Question]”
Target: Individual Duration: Instantaneous
Delivery: Verbal Refresh: Long Rest
Accent: Mind Effect: Discern
Keen observations about individuals reveal hidden information to a Socialite. When out of combat and within conversational distance, the Socialite may ask a number of the following questions equal to their levels in Socialite per Long Rest:
Incantation: “By the ancient laws, I call for parlay!”
Call: “Short Grant Insubstantial”, “Cure Insubstantial”
Target: Self Duration: Short Rest
Delivery: None Refresh: Long Rest
Accent: None Effect: Grant Insubstantial
Upon raising hands with nothing but a white flag (optional), the Socialite may call “Short Grant Insubstantial.” They must call “Cure Insubstantial” on themselves upon lowering and/or obscuring their hands or moving their feet. The character cannot benefit from Rests while this Power is active.
Incant: RP: Short sentence.
Call: “It Has Been Told [True Statement]”
Target: Individual Duration: Instantaneous
Delivery: Verbal Refresh: Short Rest
Accent: Mind Effect: Special: “It Has Been Told”
Known across social circles, a Socialite’s reputation precedes them… even if sometimes their audience might need a gentle reminder. The Socialite may include a single sentence in the “It has been told…” format when the audience seems to doubt their credentials, status, or station. The sentence must be factually true (ie: from an approved baskstory, the situation occurred in-game, or in a BGE), but may be reasonably embellished for good roleplay.
Incantation: RP: 1 minute of conversation with another.
Call: “[Name or Description] Short Charm by Will”
Target: Individual Duration: Short Rest
Delivery: Verbal Refresh: Long Rest
Accent: Will Effect: Charm
Who doesn’t love a bit of flattery? A Socialite’s honeyed words are the stuff of legend. After showering a mark with compliments for a minute the Socialite may call “Short Charm by Will” to the target of their wiles.
Incantation: RP: about 5 minutes
Call: “By My Voice, [Grant 2 Barrier or Refresh One Novice Spell] to Members of [Group Name]"
Target: Individuals, Members of [Group Name] Duration: Instantaneous
Delivery: Voice Refresh: Short Rest, Long Rest
Accent: None Effect: Grant Barrier, Refresh
A group trusts their Heart and can be emboldened by their words. The Heart may speak to their group and grant them 2 Barrier once per Short rest. Alternatively, the Socialite may Refresh a Novice Spell-Slot on each member of the group once per Long Rest.
The accompanying roleplay must be a suitably motivating activity such as a rousing speech, back and forth discussion of battle tactics, a sermon, an assurance of purpose, a group hug (remember physical consent rules), or a heart to heart where the Socialite gushes about how much their group means to them. Regardless of the type of roleplay, it requires attention and focus from all members looking to receive the benefits.
Incantation: RP: about 5 minutes: Short Performance
Call: “By My Voice to those who watched my Performance: Short Intoxicate”
Target: Special Duration: Short Rest
Delivery: Voice Refresh: Short Rest
Accent: None Effect: Intoxicate
The Socialite has an intoxicating effect on those around them. After performing for an audience, the Socialite may gather their will and lull the audience into an intoxicated state. The roleplay of that state is up to the affected, and may be ended at any time. The call should be just loud enough to cover those who were paying attention to the performance, and no louder.
Incant: None
Call: “Protect vs Poison by Poison”
Target: Self Duration: Until Used
Delivery: None Refresh: Short Rest
Accent: Poison Effect: Protect
Thin lace gloves do very little to protect against exposure to the poisons sprinkled into drinks and foodstuffs. To one end, this exposure can be quite deadly, but some Socialites have acquired a taste for the almondy brush of death. The Socialite may gain a Protect vs. Poison by Poison when applying toxin to a weapon, or a Protect vs Ingested Poison by Poison when applying it to food/drink.
Incant: RP: Give a vaguely reasonable alibi for a thing they are accused of (Quick 30)
Call: “[Names or Description] Short Obey by Will: Believe the reason I gave you until I break line of sight.”
Target: Individual Duration: Short Rest
Delivery: Verbal Refresh: Short Rest
Accent: Will Effect: Obey
Even the wittiest interrogator will be dazzled by a Socialite’s confident words… if only for a short while.
It’s not about outrunning the bear, it’s about outrunning your friend who’s slower than you. Socialites have mastered the tactic of getting out of Khettashi when the coins are down. After explaining they could not have possibly done the thing (that they likely did) for a Quick 30 and provided a somewhat believable excuse (“Couldn't have been me, I was blind that day. Eyes got eaten by birds. It was the one armed man!”), the Socialite may force their victims to believe their lie long enough for them to escape unharmed.
Incant: RP reaching into bag or pocket and tossing a packet.
Call: “Short Weakness by Agony”
Target: Individual Duration: Short Rest
Delivery: Packet (Spell-ball) Refresh: Short Rest
Accent: Agony Effect: Weakness
Sometimes things don’t go as planned, and sometimes things really don’t go as planned. In such scenarios the Socialite must out think, out maneuver, and outperform the opposition… but if that fails, then Pocket Sand! A common enough implement passed off as drying sand for a fountain pen, but just the thing to allow for a hasty escape.
Incant: Q30 preparing a poison dart (thrown weapon in the form of a dart or dagger), Q10 Aim
Call: “Short Drain by Poison”
Target: Individual Duration: Short Rest
Delivery: Thrown Weapon / Packet (Spell-ball) Refresh: Short Rest
Accent: Poison Effect: Drain
The only difference between murder and an assassination is the intended target and their perceived importance. When timelines get short, Socialites sometimes find they cannot simply hire it out and need to do things themselves… even though their preferred subtleties might not be applicable.
Poison Darts does not require the Thrown Weapons Skill to prepare, but the skill will help them aim. Such attempts are unlikely to get a second attempt, so it will either work or fail horribly.
This Power can only be used outside of combat via a Packet or Thrown Weapon. After a Quick 30 and an expended Spike to prepare the dart, the Socialite takes a Quick 10 to aim and throws, calling “Short Drain by Poison.” If the character has the Thrown Weapon Skill, they need not aim.
Incantation: RP: Verbal Insult
Call: “Quick Berserk by Will”
Target: Individual Duration: Quick 100
Delivery: Packet (Spell-Ball) Refresh: Long Rest, Special
Accent: Will Effect: Berserk
Sticks and stones may break bones, but words still hurt my feelings.
The Socialite has learned to weave insults to make even the most stoic enraged. By spending a Spike, the Socialite may call “Quick Berserk by Will.” If the materia is completely red, this power refreshes on a Short Rest, otherwise it refreshes on a Long Rest.
Incantation: RP: Slow 300, [Description of Roleplay]
Call: “[Name or Description] Subtle Discern by Mind: [Question]”, “[Name or Description] Heal 5”, “[Name or Description] Cure All Conditions”
Target: Individual, Member of [Group Name] Duration: Instantaneous
Delivery: Verbal Refresh: Immediate, Long Rest
Accent: Mind Effect: Discern, Heal, Cure
A Heart may engage a member of their group in a long conversation for about 5 minutes, after which they may inquire into their wellbeing and determine how to be a supportive force in their life. The target must engage with the Socialite, otherwise they may not be Discerned, otherwise they may be asked all of the questions below:
The Socialite may choose to either Heal the target for 5 or Cure a Conditions on the target at the conclusion of their talk.
Incantation: Focus Quick 100
Call: [Name or Description], Subtle Discern by Mind: [Question]
Target: Individual Duration: Instantaneous
Delivery: Verbal Refresh: Focus Quick 100
Accent: None Effect: Discern
“Our waitress is left-handed and the Drimmen sitting up at the counter weighs two hundred fifteen pounds and knows how to handle himself.”
Socialites rely on their wit and observation to survive, and have learned to uncover threats. Once an opponent has been identified they can be negotiated with.
Socialites may ask each of the below questions once per Individual per Short Rest:
Incantation: None
Call: “Cure [Slow, Root, or Disable Leg] by Will”
Target: Individual (Other) Duration: Instantaneous
Delivery: Touch, Verbal Refresh: Short Rest
Accent: Will Effect: Cure
Getting stabbed is usually fairly low on a Socialite’s agenda, and magical bonds yanking at their heels typically only help those trying to stab them.
The Socialite may twist their will to end a Slow, Root, or Disable condition on a target. If this power targets the Socialite’s Bodyguard the delivery may be Verbal and the Socialite also receives the same Cure (use the same call).
Incant: RP: Dance for at least 1 minute with target individual
Call: “[Name or Description] Piercing [X] by Poison, Short Taint by Poison”
Target: Individual Duration: Short Rest
Delivery: Verbal Refresh: Short Rest
Accent: Poison Effect: Taint, Poison
Dancing can be such an intimate time, so many opportunities to subtly betray one so close. The Socialite is not one to sleep on such an opportunity.
While dancing for at least a full minute, the Socialite may conclude the dance by calling “[Name or Description] Piercing [X] by Poison, Short Taint by Poison,” where X is equal to the character’s levels in Socialite. This power cannot be used in combat, must be used on their most recent dance partner, and that character must have engaged you in dance back.
Incantation: RP for about 30 seconds, Rousing Speech
Call: “[Name or Description], [Effect] by Will”
Target: Individuals Duration: Short Rest
Delivery: Verbal Refresh: Long Rest
Accent: Will Effect: Grant, Mend, Heal
When pressed into combat, the Socialite is best able to serve while heavily guarded and calling the shots from the back. Their quick wit and observant nature are cornerstones of the Socialite’s battlefield prowess. Weaving inspiring words to benefit their allies is what they do best.
The Socialite may use the following abilities to grant boons a number of times equal to their Socialite Class-Level:
This power ends when the Socialite completes a Short Rest, or has given out a number of boons equal to their Socialite class-level.
Incant: RP: Must give an item worth at least 5 Wealth to the target.
Call: “[Name or Description] Charm by Will”, Explanation
Target: Individual Duration: Explanation
Delivery: Verbal Refresh: Long Rest
Accent: Will Effect: Charm
Fine jewelry and expensive silks are the staple of the Socialite, and often, these items are carried in abundance by them. Gift giving is a Socialite favorite, and the giving of expensive gifts even more-so. When the Socialite uses this power, they must show their target an item worth 5 Wealth. When they do, they may offer it out as a gift to their target, and, should their target take the item, the Socialite may immediately call “[Name or Description] Charm by Will.” The Socialite must explain that the target is under the effects of this Charm until they are no longer in possession of the item given to them, or the end of the Event, whichever comes first.
Incantation: Focus Quick 100
Call: “Dispel [Mind or Will] by Will”
Target: Self Duration: Instantatious
Delivery: None Refresh: Short Rest
Accent: Will Effect: Dispel
The Socialite can keep a certain part of their mind separate and inviolate. This part will watch over the character’s personality, even if that personality is suborned by enchantment magic. While under the effect of a condition using the Mind or Will accents, the character may at any time call “Dispel [Mind or Will] by Will”. This can be done even if the character has been ordered not to.
Incantation: None
Call: “By My Voice, Grant 3 Barrier by Mind to each person who told a story at this gathering.”
Target: Individuals Duration: Special
Delivery: Voice Refresh: Long Rest
Accent: Mind Effect: Grant Barrier
Out of Combat, the Socialite gathers together at least ten people in a public area, each telling stories of their recent trials and tribulations. The storytellers gather these tales and lessons, reflect on them, and offer wisdom to those gathered. Each person who told a story and heard the collective wisdom shared may benefit. Those who did not tell a story or left before the end gain no benefit.
Incant: Focus Quick 100
Call: “Grant Protect vs [Fear, Will, or Mind]”
Target: Self Duration: Short Rest, Until Used
Delivery: None Refresh: Long Rest, Instantaneous
Accent: None Effect: Grant Protect
The Socialite is the master of their mind and is able to steel themself against mental trials.
Choose one of the following Accents when this power is used: Fear, Will, or Mind. The Socialite may then Focus for a Quick 100 to Grant themselves a Protect vs the chosen Accent. They may re-apply this Protect by Focusing for another Quick 100 until they complete a Short Rest.
Incant: None
Call: “Obfuscate vs Discern by Mind”
Target: Self Duration: Long Rest
Delivery: None Refresh: Long Rest
Accent: None Effect: Counter
The fine art of masking one’s true feelings is a long and practiced skill for every charming Socialite, as it could easily mean the difference between a struck trade agreement, or a diplomatic parlay falling through. The Socialite is able to curtail the reading of their features and tells for a while, leaving those who would learn their inner turmoil in the dark.
The Socialite becomes Obfuscated for a number of times equal to their Socialite class-level.
Incantation: RP: Showing off
Call: “[Name or Description] Refresh Novice Spell or Basic Power,” Explanation
Target: Individual Duration: Instantaneous
Delivery: Verbal Refresh: Long Rest
Accent: None Effect: Refresh
By presenting a work of art, trinket, or performance, the Socialite can boost the energy and strength of some of the attendees.
The chosen targets may Refresh one expended Novice spell-slot or Basic-tier Power, which must have a Refresh of Short Rest (or shorter, including none), after attending the entire presentation. The number of affected targets depends on the Socialite’s class-levels:
Levels of the Ringleader Advanced Class count as Socialite Class Levels for the purposes of this power.
The Socialite cannot benefit from their own Inspiring Performance.
Incant: RP: Drink a shot
Call: “Protect vs Will, Fear and Poison by Poison”
Target: Individual Duration: Until Used
Delivery: Ingested Refresh: Short Rest
Accent: Poison Effect: Protect
As a master of poisons, the Socialite knows the best defense against their own tools.
Having developed their own potent brew to counter toxic effects, the Socialite may line up a round of shots for up to 6 people. Each person who consumes the viscous brew gains a Protect vs Will, Fear, and Poison by Poison as the liquid coats the inside of their stomach and sturdies their mind.
Incant: RP: Short Distracting Phrase
Call: “[Name or Description] Quick Dominate by Illusion: Attack someone else.”
Target: Individual Duration: Quick 100
Delivery: Verbal Refresh: Short Rest
Accent: None Effect: Dominate
Socialites are quite adept at diverting the focus of their foes when the need arises. With a bit of flair, this can take the focus off the Socialite and place it on someone else more suitable to violence.
The Socialite may, after being struck in melee combat, target their attacker and utter a quick diversionary phrase (ex, “Look over there!”), and then cause the target to seek vengeance elsewhere with a “[Name or Description] Quick Dominate.” The only command the Socialite may give the dominated foe is “Attack someone else!”
Incantation: RP: Make, post, and maintain wanted posters
Call: “Grant Protect vs Damage from [Target]”
Target: Individual Duration: Event
Delivery: None Refresh: Event
Accent: None Effect: Grant Protect
The Socialite may pay 10 Wealth to Plot to place a Bounty of 20 Wealth on a named individual. Once the payment is accepted, the Socialite must post the individual’s name, likeness, and description in at least three conspicuous locations to make the Bounty active. If the Socialite is aware of posters being removed and does not replace them, the Protect (described below) and Bounty both end.
The following effects are in play for the duration of the Bounty:
A Socialite with Mark for Death may pay 5 Wealth to Plot to add 10 to a Bounty on a poster, other than their own, without expending their power.
Incant: RP: Explaining that you are, in fact, a member of an organization
Call: “[Name or Description] Long Obey by Will: Trust me when I say that I belong to [Name of Organization].”
Target: Individual Duration: Instantaneous
Delivery: Verbal Refresh: Long Rest
Accent: Will Effect: Obey
The Socialite is a master of mingling between different social circles and forging strong bonds. Some circles are outside of their grasp, but they are, to their credit, usually able to ‘blend in’ with the best of them.
Incant: None
Call: “[Name or Description] Quick Obey by Will: Don’t attack me unless I attack you.”
Target: Individual Duration: Quick 100
Delivery: Verbal Refresh: Long Rest
Accent: Will Effect: Obey
Nobody wants to stomp the flowers… usually. The Socialite is adept at convincing combatants in a bar fight or a theater of war that there are bigger fish to fry. While not brandishing any Melee weapons, the Socialite may call “Quick Obey by Will: Don’t attack me unless I attack you,” to a creature who they believe is about to attack them. The Socialite may use this power a number of times equal to their Socialite levels each Long Rest.
Incant: None
Call: None
Target: One party Duration: Special
Delivery: RP Refresh: Event
Accent: Will Effect: Obey, Discern, Expose, Sleep, Heal
After spending at least twenty minutes preparing for hosting a party in a specific location, the Socialite gains special powers for the event that will go away only when the party ends or the Socialite leaves the party location.
The Socialite can use any of the following at-will:
The Socialite can also do a number of effects from the following list equal to their Socialite-level per party:
As long as the party has lasted at least 45 minutes, the Socialite can do the following once:
As long as the party has lasted at least 20 minutes, and is then interrupted, the Socialite can do the following once:
Incantation: “Let your weapons be bound”
Call: “Long Obey: Use no weapons nor offensive spells in this building until attacked.”
Target: Individual Duration: Long Rest
Delivery: Touch Refresh: Immediate
Accent: None Effect: Obey
Peacebind encourages a safe location. It cannot shut down all attacks, but it does give some measure of security.
Peacebind can only be used on a Helpless or Willing target, and occasionally situations will make it clear Peacebinding is a requirement to enter a specific meeting or area. The wording of the Call can be adjusted from “building” to “tent”, “structure”, “corral”, etc. for clarity, so long as it is a contained area with obviously marked physical borders.
Incantation: None
Call: “[Name or Description] Subtle Discern by Mind: Do you believe the last thing you said was a lie?”or “[Name or Description] Subtle Discern by Mind: Have you knowingly told a lie in the past five minutes”
Target: Individual Duration: Instantaneous
Delivery: Verbal Refresh: ShortRest
Accent: Mind Effect: Discern
By listening to subtle cues in the speaker’s voice, a Socialite may determine if a spoken statement was a lie (according to the speaker).
Incantation: RP: One minute of conversation
Call: “Wounding [X]”
Target: Individual Duration: Instantaneous
Delivery: Packet (Spell-Ball) Refresh: Long Rest
Accent: None Effect: Wounding
This power may only be used out of combat and after the Socialite has engaged their target in at least one minute of conversation. Spend 2 Spikes and call “Wounding [X]”, where X is equal to the user’s Socialite Class Levels.
Incant: None
Call: None
Target: Self Duration: Long Rest
Delivery: None Refresh: Event
Accent: None Effect: Special
The Socialite knows the best hiding places for coins. A Socialite with this Power active treats coins on their person as having a Black Key Sigil, and does not have to hand over any during a search.