[Types]

Diplomat

You play the long game while everyone else is reacting to the latest provocation. You know how to smile, flatter, and offer gifts to your potential new ally, even when you’d prefer to jump across the table and strangle them. Sometimes less obvious means are required for negotiation. When possible, you try to discover as much as you can about who you’ll be talking to. If they won’t do as you ask initially, perhaps they’ll make a deal in light of something they need that you can help arrange—or, if you’re not above making veiled threats, because you know something they’d prefer not come out.

You understand others, so you’re probably someone who can advise and assist teammates and serve as an intermediary between your allies and strangers. Many times, a bit of diplomacy—or a bit of distraction through verbal diversion—is what allows the rest of the team to reach a sensitive location, talk your way out of the same, or, when the stakes are really high, avoid escalating tensions. talk your way out of the same, or, when the stakes are really high, avoid escalating tensions.

Background Options

Diplomat Abilities

You gain all of the following benefits:

Connected (2+ Intellect) Enabler

You know people who get things done—not just respected people in positions of authority, but also a variety of online hackers and regular street criminals. These people are not necessarily your friends and might not be trustworthy, but they owe you a favor or two. When you use this ability, you remember or otherwise establish a level 2 contact you can reach out to in a specific location. You and your GM can work out the specifics.

Effort: Increase the level of the new contact by 1.

This ability renews when you access a new location or when at least a month has elapsed in the same location where you last used this ability.

At tier 3, you can establish two contacts in a specific location simultaneously. You can use Connected in lieu of using resource points to make a contact.

Fast Talk (1 Intellect) Action

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

Inspiring Suggestion (2 Intellect) First Action

Choose an ally who can see and easily understand you. Suggest a specific action for them to take, such as “attack the leader” or “climb the wall.” If the ally chooses to take that exact action on their next turn, they gain two assets on that task.

Diplomat Equipment Bundle

Choose the following equipment bundle to quickly outfit your character, or assemble your own starting equipment

A briefcase (vacuum-proof), a surelock (to keep others out of your briefcase), appropriate clothing, an extra set of very fine clothing, a smart device (glasses, badge, ring, and the like), a breather, an environmental tent, an everlight, two days of rations and water, a grooming and toiletry kit, and eyeshades. Your character also starts with currency equivalent to a moderately priced item.