Face
Faces are the charismatic leaders and master manipulators of Enigma. They use their charm, eloquence, and commanding presence to inspire allies and disarm adversaries. Whether delivering a rallying cry in the heat of battle, intimidating foes into retreat, or persuading key figures during tense negotiations, Faces excel in social situations and wield the power of words. Their ability to influence outcomes through charm and wit makes them invaluable both in and out of combat.
In Nexus City, Faces play a crucial role in factions like The Veil, where their manipulation and doublespeak shape the narratives of power. They are also prominent members of the Azure Syndicate, where they broker deals and secure alliances in high-stakes situations. Their natural talent for leadership and connecting with others allows them to sway the hearts and minds of people, whether they are rallying a crowd or commanding respect in intense negotiations. If you want to create a character who uses influence and strategy to shape the world around them, the Face archetype provides endless opportunities for impact.
Inspiring Word
1st - Reaction - Influence - 6 Spaces
With a voice that uplifts the downtrodden and inspires the weary, the Face delivers a rousing word, boosting an ally’s attack power.
When an ally you can see within 6 spaces of you would make an Attack check, you can use your reaction to give them advantage on that roll.
Arcane Sense
1st - Passive - Glean - Self
The Amplifier tunes into ambient magical energies, extending its senses to detect hidden enchantments and residual spells in the surroundings.
Whenever you make a Glean check to find or understand an object's or location's magical properties, you do so with advantage.
Intimidating Glare
2nd - Action - Influence - 6 Spaces
A single fierce look from the Face roots even the bravest foes in place.
Choose an opponent within 6 spaces. They must succeed on a Glean check against your Influence die or be unable to move or teleport closer to you until the end of their next turn.
Master of Disguise
2nd - Reaction - Influence - Self
With a keen eye for detail and a flair for theatrics, the Face can adopt any persona and blend seamlessly into different environments.
When you are required to make a Navigate check to remain unnoticed, you can use your reaction to make an Influence check instead. Decrease your Influence die by 1.
Silver Tongue
3rd - Action - Influence - Self- Focus - 1 Minute
The Face can sway even the most steadfast adversary with honeyed words and a charming smile.
For the duration of this power, you gain advantage on all Influence checks.
Orator
3rd - 1 Minute - Influence - Self
The Face's eloquence sways crowds and influences groupthink.
As part of an Influence check, you can deliver a 1-minute speech and choose to use the maximum value of your Influence die instead of rolling the check.
Rally
4th - Action - Influence - 6 Spaces
A mighty shout echoes across the battlefield, infusing allies with renewed vigor.
Roll your Influence die against escalation. If successful, allies within 6 spaces of you recover that amount of life points. Escalation is raised by 1.
Networking
4th - Passive - Glean - Self
Face's extensive network of allies and informants provides information and resources, ensuring they are always well-connected and in the know.
Whenever you make a Glean check to determine if you know someone who can help with information or resources, you do so with advantage.
Presence
5th - Reaction - Influence - 12 Spaces
The Face exerts an almost supernatural influence over the battlefield, their presence a beacon of hope for allies.
When an ally you can see within 6 spaces of you would make a Capacity check at disadvantage, you can use your reaction to give them advantage on the roll instead.
Doublespeak
5th - Passive - Influence - Self
The Face's cunning strategies and manipulative tactics outwit opponents and gain advantages.
When making an Influence check in bad faith, you can use the maximum value of your Influence die instead of rolling.