[Index]
Numenera Destiny
Diplomats use words, gifts, and other tools to shape the perceptions of others in order to broker deals, enter into treaties, and attempt to find peace. Communities with natural or trained diplomats generally survive far longer than those without.
Motive: Varies, but usually to find common ground, though some diplomats have their own agendas
Environment: In most communities of rank 3 and higher
Health: 12
Damage Inflicted: Moderate wound (4 points)
Movement: Short
Modifications: Resists mental effects as level 6. All interaction tasks as level 6.
Combat: A diplomat attempts to influence a situation so that it doesn't become an altercation, even if that means sometimes treading close to falsehood. If forced into a fight, diplomats can distract foes with a verbal warning, command, plea, or other utterance that (whether true or false) causes an attacker to hesitate for one round in which the diplomat and any allies working with them can act freely. This ability can be used only once on any given enemy target or group of targets.
Interaction: A diplomat is apt to seem kind, gracious, and caring. They usually have an interesting anecdote on hand that will charm and delight many that hear it. Most diplomats are not unaffiliated but are willing to negotiate in good faith on behalf of whomever they are representing.
Use: The characters need to send a messenger to a rival community (while they're otherwise occupied) to convince them to send help. The diplomat, however, must first be convinced to make the dangerous trek without the PCs.
Loot: A diplomat typically carries 3d6 shins, several oddities to be used as gifts, and possibly a cypher to be used in the same way.
GM Intrusion: The diplomat convinces the character's followers—if only briefly—to doubt whether the PC has their best interest at heart.