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# 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.

#### Disarming Smile

Once per scene before making an Influence check, declare a Disarming Smile. If successful, the target cannot take hostile actions against you for 1 round regardless of the margin.

#### Encouraging Words

Once per scene, spend 1 AP to speak encouragement to one ally within 10m. They gain +1 to their next skill roll and may remove one Mild Condition.
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.

#### Captivating Presence

When a creature is Charmed by you, it also has Disadvantage on attack rolls against your allies for the duration.

#### Rally the Morale

Encouraging Words may target two allies simultaneously and removes a Moderate Condition instead of Mild.
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.

#### Crowd Control

When Mass Influence affects three or more creatures, each that fails also becomes Frightened of you for 1 round.

#### Battle Inspiration

Inspiring Command may now target two allies simultaneously, each gaining +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.

#### Cutting Remark

Once per scene, after a creature within 15m misses you or an ally, it suffers -2 to its next defend roll against one ally of your choice.

#### Exposed Nerve

When a creature fails against Provoking Presence, you learn whether its highest defense is Physical, Elemental, or Mental.
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.

#### Shame Before All

Creatures that fail Panic Chain by 3 or more also become Frightened of you until the end of their next turn.

#### Break Composure

Once per round, when a creature within 20m fails a Resolve roll, one ally of your choice gains +2 to their next roll against that 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.

#### Public Collapse

When Humiliation succeeds, all hostile creatures within 10m of the target make a Resolve defend roll against your Influence or become Frightened for 1 round.

#### Turn the Knife

Once per scene, when a creature under one of your Influence effects fails an attack or skill roll, one ally within 15m may immediately move up to half speed as a free action.

Solid required progression · Dashed optional node requires the one above it