Ambassador (Fae only)

In a world divided by class, culture, species, and spirit, the Ambassador stands uniquely alone, not above it all, but between. They are not merely speakers of languages; they are fluent in thought, instinct, and intention. They do not just converse they connect.

To the untrained eye, they are odd sorts. speaking under their breath to doorways, pausing mid-step to listen to a puddle’s memory, offering sugar to an alleyway that once ran red. But to those who understand, the Ambassador is invaluable: a peacemaker between man and spirit, a translator of forgotten dialects, and a guide through the ever-shifting moods of the waking city and the people within.

A rare individual gifted with the ability to communicate across the boundaries of language, form, and nature. Ambassadors can speak with spirits of the land, ancient rivers, groves, alleys, even forgotten corners of the city, as well as any being, no matter their species or origin. The Ambassador simply understands.

Acceptance

Not something widely known about or recognised. Not classified as a known type of magic or gift of the blood. A rare talent that is kept quiet by those who possess it.

Requirements

Merit: Ambassador
All abilities available provided user has the reliant skill. All abilities rolled as skill.

A completely natural ability that comes with out thought, no spells to learn to practice.

Reduces you maximum Possession by 12

Cost of abilities in quintessence

Ambassador Abilities

Just a little more (Ad-hoc Repair)

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Cost 2
Duration: successes initiatives
You can convince a broken machine over 50 years old to just hold it together a little longer or get up and going for a period when the machine would other wise fail or not run at all. A machine is anything with multiple moving parts it could cover a carriage or a pistol.

Animal Communicator (Animal Handling)

Cost: 2
Duration: successes hours
You are able to understand wants and needs of animals just by touching them. Depending on the capability of the animal depends on the depth and complexity of the communication.

A feeling of Age (Appraisal )

Cost: 1
Touch a object to gain a idea of its strength of spirit, typically the older something is the stronger its spirit. Very good at spotting antique fakes and forgeries. Only works on items over 50 years old.

Flash of the past (Art)

Cost: 1
Duration; Instant
Touching a original physical object of art will allow the object to give you a brief flash of its surroundings at the moment it was completed. Only works of art objects over 50 years old.

Water is my friend (Athletics)

Cost: 2
Duration: hours
The water brings air to your lungs on request allowing you not to drown when underwater for prolonged periods.

Opening a dialog (Bribery)

Cost: 1
Duration: Successes Hours
Old things spirits grow stronger with age, eventually becoming self aware. They are often not interested in talking but you understand just what they need to help them open up to you. You understand what is needed to open a dialogue with any spirit, it does not mean you have it but gives you something to work towards.

Listen to me (Bull)

Cost: 2
Duration: 2 initiatives per success
You can make your self the centre of attention for a limited time, people will hear you out but their will is their own. Difficulty based on length of statement.

Market Whispers (Business)

Cost: 2
By touching old coinage, ledgers, or even the stones of a marketplace over 50 years old, you sense the ebb and flow of trade. You can ask one question about any business involved with the object you touch.

Magnetism (Charm)

Cost: 2
People just want to be with you. This ability halves (round up) any black dice penalties for any social roll. The effect lasts for a single scene.

The World Looks Away (Conceal)

Cost: 2
You whisper to the spirit of place, and for a minute it conspires with you. Curtains sway just so, candle flames gutter, or passers-by are distracted at the right moment by a noisy floorboard. Observers are nudged to look anywhere but at a object of your choice. It is not invisible, simply uninteresting.

Pain communion (Concentration)

Cost: 1
You can link two people together by touch so that one feels the pain of the other. The originator of the pain is relieved of all pain while they hold the others hand.

The tools know the way (Craft)

Cost: 3
Duration: The production of one object or component per success.
Any old tools for a craft know what needs to be done better than most. If attempting to use tools over 50 years old you can perform that craft at a skill of 4 dice plus 1 per success with no other modifiers unless granted by the tools or workshop.

Underlying tone (Cryptography)

Cost: 2
If you hold a message in code you get a general feel about the content of the message, not exact words more general summery. "Permission is given to kill the person you think is a spy".

Blend in (Culture)

You are able to socially blend in with a group of people from another part of the world under standing basic etiquette, dress code, expectations. All you need do is observe them for 1 minute to be considered to have a appropriate Culture skill equal to twice your successes.

Fire is my Friend (Dance)

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Cost: 3
Duration: initiatives
Non magical fire will not burn you, and to a limited degree will lessen in your presence loosing 1 Dice of damage per success in successes yards around you.

Honest Introduction (Disguise)

Cost: 1
Duration: Instant
When introducing yourself you can activate this charm if your honest in your introduction the person you address will be honest in return when they introduce themself. Resolve vs Successes to resist.

Calm (Empathy)

You can reduce the level of anger in one person/ animal or the local area, successes divided up between people/ animals in the area as chosen by the Ambassador

Help out a friend (Etiquette)

Cost: 1
Duration: Scene
With careful use of body language you can instruct someone with eye contact in any form of etiquette you are familiar with be it table manners or how to fill your dance card. Grant this one friend with successes in ranks of etiquette for the scene.

Secret Message (Fashion)

Cost: 2
With a careful selection of clothing and accessories to can portray a message to any observers. They will understand your message but not necessarily how they know that. Your message is two words per success. For instance " I Soon be dead" would be two successes.

Living Ink (Forgery)

Cost: 3
You place your hand upon a forged document, and the ink itself comes alive for you. It will whisper its story: who wrote it, what intent was in their heart, whether the deception is malicious or protective. With effort, you can even ask the ink to shift subtly changing a word, a number, or a signature without visible tampering (difficulty 3).

Perfect Pair (Gambling)

When working with a team be it a pair in Whist or simple card tricks on the street you act as a hub of secret communication, reading others intentions and passing to your team knowledge you can all leverage to your collective advantage. All team members gain +successes as bonus dice to gambling rolls while following your lead.

Human communicator (General education)

Cost: 1
Duration: successes Hours
You are able to understand and speak any language as if it was your own. This occurs as soon as you hear a single word of a foreign tongue spoken by someone fluent in it.

Its a deal (Haggling)

Cost: 1
With but a glance at a person you are looking to make an exchange with you can decern exactly what the end result of a prolonged negotiation or haggle would be. You can then make an acceptable offer to both parties if one can be reached saving seconds or maybe even days of exchange.

Do us a favour (Hide and sneak)

Ask the spirit of a house, building or street at least 50 years old to help you out. Doors tend not to creak, floorboards stay silent. You may move at normal speed while sneaking in the location and gain successes bonus dice to hiding.

Homework (High Society)

Cost 1
You can converse briefly with anything shaped by man in a building to discover information about the home. Family items in a stately home will be able to tell you something of the family or home. Each success grants a simple question about the home.

Spiritual touch (History)

Cost 3
By making direct contact with something that is considered part of the realm of a spirit of the land said spirit will know you wish to talk. Spirits of the land will often appear as regular people and by default will be positively inclined providing the Ambassador is very polite and respectful they do not have to respond though. The spirit will respond in its own time but more successes tend to portray urgency.

Emotional Resonance (Instrument musical)

Cost: 2
Duration: One scene
When plying a instrument you have talent for picking the right tune and melody to have your audience engage with the theme of the entertainment. Each two successes can be used to enhance joy or fear by one level. Also grants the audience 1 bonus dice to Empathy for each two successes.

Dauntless (Interrogation and Intimidation)

Cost: 1
No matter how scared or threatened you are no one can tell, you have complete control and can ignore anything up to and including a fear effect.

First Tongue (Language)

Cost: 1
Duration: 1 hour
You hear the “spirit” of communication as it was spoken. For the duration, you can understand the meaning of a language or a form of communication you have never encountered, spoken or written, though not its precise grammar. It feels like translating intent rather than words. This includes noting if someone is trying to deceive or manipulate a person.

Cost:3
When touching an old contract, will, or statute, you can sense the shade of one person bound by it. You can decern their name even if it not the one they signed with.

Reading (Lipreading)

Cost: 1
Duration: Scene
While those trained can read lips you can read a persons lips even when they are obscured by a veil, hat or hand. You also reduce black dice penalties to Lip reading by successes.

Soothe (Medicine)

Cost: 2
Duration: Successes Hours
By carefully talking to someone in pain you can counteract 2 black dice of injury penalties. If some one is not injured and trusts you this ability allows you to induce a restful sleep.

Guide (Might)

Cost: 2
Duration: Successes Initiatives
With careful instruction and guidance you can lead people or animals into great physical feats. This could include breaking down a door through to greater speed pulling a wagon. Add 4 dice to any instructed physical roll. It typically takes one initiative to provide instruction before the effect takes place.

Domain (Navigation)

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Cost: 1
You can converse briefly with anything natural and unshaped by man in the area to discover information about the local domain. A tree as well as a pebble will be able to tell you who's domain you are in and maybe more. Each success grants a simple question about the domain.

Unlock (Pick locks)

Cost: 2
By brushing your fingers across something closed or secret, a sealed letter, a locked memory, a heart shut tight, you can coax it open. The object or person reveals a single hidden thing: a phrase inside the envelope, a glimpse of the guarded thought, or a moment of sincerity from someone unwilling to speak.

Silent Consideration (Politics)

Cost: 2
When observing a council, parliament, or guild meeting. You may “speak” one brief suggestion into this undercurrent unheard by all but understood by everyone. For the next minute, others may believe the idea was their own and act on it or at least give it consideration.

Literary whispers (Research)

Cost: 1
When holding an old text (over 50 years), the book itself whispers where to look. You may halve the time required for research and gain +successes dice to Research checks. If the book is irrelevant, it will nudge you toward another source instead.

Mount Pact (ride)

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Cost: 2
Duration: Successes days.
You can whisper quietly to a mount and make a agreement or bond with said mount. The whispering takes one initiative after which all communication ends unless using another ability. Anyone riding said mount is classified as having a minimum ride skill of 2, if you are riding you gain two bonus dice to ride. Just remember to meet the agreement before the end of the effect, mounts requests are never to complicated.

Secret Gesture (Sleight of hand)

Cost: 1
Duration: 1 initiative per success
Quietly communicate short, secret messages through unobtrusive hand signals, understood perfectly by intended allies but a mystery to onlookers.

Companion (streetwise)

Cost: 3
Some places are known for a local non human, that ginger Tom's alley or the Ravens in the Tower of London. When you step into such a place and use this ability the local will seek to join you. You might then use other abilities to converse. Locals though seeing you with your companion will think better of you adjusting their response to you by successes steps positively.

Tree hug (survival)

Cost: 2
By showing affection to the local flora it will start whispering to you what it thinks you need to know. Mostly this will be sources of food and water but they might also warn of danger or anything else they think is relevant. You can whisper back but flora tends not not really listen or understand human ways. Each success grants one piece of 'useful' information.

Silent Leadership (Tactics)

Cost: 2
Duration: One Scene
You may pass tactical commands silently to allies within sight, they understand you without words. Each ally may act as if you’d shouted clear tactical instructions, even across noise and chaos.

Perfectly Clear (Teaching)

Cost: 1
No matter how complex the subject you are able to deliver information that is easily understood by anyone you address providing you understand the material yourself. In a short time you could have a 5 year old understand how a watch works.

Sense belief (Theology)

Cost: 1
With a short discussion you may discern if a person nearby is sincere or false in their declared faith and how deeply that faith effects them. This can be used to find people with true Faith.

Muds memory (Tracking)

Cost: 1
Ask one question of the mud that took a footprint regarding a pursued subject (e.g., “Were they alone?” or “Which way did they go from here?”). Mud will respond that only you can hear with a single word.

Air is my friend (Ventriloquist)

Cost: 2
Duration: successes hours
The surrounding air removes pollutants from itself before you breath it in. non magical gas/ pollution and strong smells do not negatively effect you.