Face
Faces are masters of presence, persuasion, and psychological dominance. In ELDRA, the Face is exceptional because their primary battlefield is not the dungeon floor but the minds of everyone around them.
Root Node · 1 CLA
Face
Gain Advantage on all Influence contests.
Path of Charm
T1 · 1 CLA
Silver Tongue
Gain +2 to Influence rolls to persuade, deceive, intimidate, or negotiate. Once per scene on a success with margin 3 or higher, impose one effect for rounds equal to the margin: target suffers minus 2 to attacks against you, Disadvantage on next Resolve check, or loses their Reaction.
T2 · 1 CLA
Master Manipulator
Once per scene after speaking with a creature for 1 minute, learn one of: its highest skill, its lowest defense, or a current emotional vulnerability. Spending 2 AP, force a Resolve check against your Influence: on success, it becomes Charmed for 1 round, Frightened for 1 round, or moves up to half its speed in a direction of your choice.
T3 · 1 CLA
Dominating Presence
Mass Influence (once per scene, 3 AP): all hostile creatures within 15m must make a Resolve defend roll against your Influence. On failure, they suffer minus 2 to all rolls until end of their next turn. Inspiring Command (free action): one ally within 15m gains +4 to their next roll.
Path of Fear
T1 · 1 CLA
Provoking Presence
Once per scene as a free action, choose one visible creature within 15m. Roll Influence opposed by Resolve. On a success, it must either move up to half speed toward you on its next turn or suffer -2 to all attack rolls that do not target you until the end of its next turn.
T2 · 1 CLA
Panic Chain
Once per scene, spend 2 AP. All hostile creatures within 10m of one creature currently affected by your Influence abilities make a Resolve defend roll against your Influence. On a failure, they cannot take Reactions until the start of their next turn and suffer -1 to attack rolls while they can see an affected creature.
T3 · 1 CLA
Humiliation
Once per session, spend 3 AP to utterly break one creature within 20m. It must make a Resolve defend roll against your Influence at Disadvantage. On a failure, until the end of the scene it cannot benefit from Advantage, cannot take Reactions, and suffers -2 to attack and defend rolls against you and your allies. On a success, it instead suffers -1 to all rolls until the end of its next turn.
Solid required progression · Dashed optional node requires the one above it