Influence

Left Branch

  1. Inpersonate (1-0-1): You gain 2 points of favor on tests made to disguise yourself or to keep your identity unknown.
  2. Mimic (1-0-2): You gain 2 points of favor on tests made to mimic the actions of another creature.
  3. Sleuth (2-0-2): You gain 2 points of favor on tests made to deduce if another creature is lying or attempting to hide information from you.
  4. Exutant (2-0-3): Before you make a Portrayal, Stunt, or Display test, you may choose to treat each 5 rolled as if it was a 6 when calculating critical successes. If you do, treat each 2 rolled as if it was a 1 when calculating critical failures.

Middle Branch

  1. Refreshing (0-0-1): You may spend 6 turn actions to make an Appeal test. For each creature you choose that can sense and understand you, if the test was higher than the amount of stamina it was missing, it regains Xd6 stamina, where X is your Appeal modifier, minimum of 1.
  2. Mentor (0-0-3): When a creature that you can sense makes a test, up to once per test, you may spend an interrupt action and 5 stamina to increase the roll by 1d4, given it understands you.
  3. Rousing (0-0-5): You may spend 6 turn actions to make an Appeal test. For each creature you choose that can sense and understand you, if the test was higher than the amount of SHP it was missing, it regains Xd4 SHP, where X is your Appeal modifier, minimum of 1.
  4. Influential (0-0-7): Whenever a creature within 5 meters of you makes a test, you may spend an interrupt action and 10 stamina up to once per test. If you do, it adds your modifier to the test.

Right Branch

  1. Linguist (0-1-1): You gain a point of favor on tests made to gain information from languages you don't understand.
  2. Fluent (0-1-2): You learn an additional language of your choice.
  3. Broadcast (0-2-2): When you communicate, you may choose for creatures that sense you to gain 2 points of favor on tests made to deduce what you're saying, regardless of what languages they understand.
  4. Polyglot (0-2-3): Before you make an Appeal,
  5. Language, or Charm test, you may choose to treat each 5 rolled as if it was a 6 when calculating critical successes. If you do, treat each 2 rolled as if it was a 1 when calculating critical failures.