EditBeguileEditFriendlyEditUltra-Fellowship| Ultra-Fellowship | | Recharge: 0 | | Stress: 2 | | Open, Beguile, React | | None | | Prereq: Fellowship 8+, not strained or distressed | | When a Fellowship check is required, you may play this card instead. | | Do not roll a Fellowship check. You are considered to have rolled SR # of success and a serendipity for the required check. | | You may use this card once per session per SR. | | Beguile: regain 1 stress. |
EditHyper-Fellowship| Hyper-Fellowship | | Recharge: * | | Stress: 1 | | Open, Beguile, Ongoing, Rally, React | | None | | Prereq: Fellowship 5+ | | You may only play this card at the beginning of an encounter or during a Rally step. | Play this card and put a # of tokens equal to your Fellowship rating on it. While this card has tokens on it, whenever you have to make an Fellowship based check you may remove a token from this card and add to your dice pool. You may only remove up to SR # of tokens in a single Round. | | Return this card to your action deck when it has no tokens remaining, or immediately before a Rally step begins, or at the end of the encounter; whichever comes first. | | Beguile: add SR # of additional tokens when you play this card. The stress cost is waived. |
EditIrrepressible Fellowship| Irrepressible Fellowship | | Open, Beguile, Passive | | None | | Prereq: Fellowship 4+ | | This card is always considered to be in play. | | When the Belittled condition is applied to you, remove (SR x 2) # of counters from the condition prior to it taking effect; if there are no more counters remaining then the condition has no effect on you and is immediately discarded. | | | | | | | | | | | | | Beguile: you add to all Fellowship based checks. |
EditFocused Fellowship| Focused Fellowship | | Recharge: (2 + SR) | Stress: 1; | | Open, Beguile, Ego, Ongoing | | Prereq: Willpower 3+, Fellowship 3+, Discipline trained, Charm trained; not encumbered; Prepare | | Discipline (Wp) | If you are engaged with an opponent add to your dice pool. | | 1: while this card is recharging you gain +1 Fellowship. | | 5: while this card is recharging you gain +2 Fellowship. | | +: Add 1 recharge token from this card; this may be used many times. | | -: Remove 1 recharge token from this card; this may be used many times. | | Ego: waive the Prepare requirement and stress cost | | Beguile: add SR # of recharge tokens to this card |
EditUndismayed| Undismayed | | Recharge: 4 | | Stress: 1 | | Open, Beguile, React | | Prereq: Fellowship 4+ | | None | | If you are targeted by an effect that can reduce your morale or frighten you, you may play this card. | The attacker adds SR # of to their dice pool. | Beguile: regain 1 stress; add an additional to the attacker's dice pool. | | Stress 1: Remove 1 recharge counter from this card; this may be used many times. |
EditJust Kidding| Just Kidding | | Recharge: 4 | | Open, Beguile, React | | Prereq: Charm trained | | If you or an ally you are sharing a scene with makes a social blunder that would turn the mood of an audience against you or your allies you may play this card. | | Add 4 recharge tokens to this card and put it into play. You assert control over the situation and put some spin on it or play it off as a joke. This prevents the mood from turning against you or your allies. Status quo is maintained...for now. | | You may use this ability SR # of times per scene. | | Beguile: Remove 2 recharge tokens from this card. | | | | | | | | | | | | |
EditRally| Rally | | Recharge: 0 | Fortune: 1;    | | Open, Beguile, React | | Leadership (Fel) | | Prereq: Fellowship 3+, Leadership trained, targets are able to hear you clearly. | | If one or more allies are within Medium range of you, and it is the End of Round phase you may play this card. You may use this ability once per SR per Act | | 1: You force a Rally phase to occur immediately. | Beguile: waive the fortune cost, and reduce the penalty by . | | | | | | | | | | |
EditBelittling Blather| Belittling Blather | | Recharge: (8-SR) | | Open, Beguile | | Guile (Fel) vs Target Guile (Fel); Medium Range | | If there is a target within range that can hear you, you may play this card as an action. | | 1: You mock, harangue, or otherwise harass the target, who gains the Belittled condition for (SR+1). | | 3: As 1, and any of the target's allies that are within Medium range of you and can also hear you must make a Discipline (Wp) check vs SR difficulty or also gain the Belittled condition for (SR+1). | | !: Add 1 recharge counter to all Belittled conditions the target currently has. | | +: remove 1 recharge counter from this card; this may be used multiple times. | | Beguile: remove 3 recharge counters from this card. |
EditPresenceEditMaximum Fellowship| Maximum Fellowship | | Beguile, Passive | | None | | Prereq: Fellowship 5+ | | This card is always considered to be in play. | | You have the potential for superhuman fellowship. | | This Stunt allows you to raise your Fellowship Maxima after character creation. | | You have +SR Fellowship Maxima. | | This does not alter your Fellowship rating, only your Maxima. | | I.e. if you had Fellowship Maxima 5, and you had Maximum Fellowship (3), your effective Fellowship Maxima is 8. |
EditFlinty Gaze| Flinty Gaze | | Recharge: (5+SR) | Stress: 1; | | Beguile, React, Ongoing | | Intimidate (Fel) vs Discipline (Wp) | | Prereq: Willpower 5+ or Fellowship 5+; Intimidate trained, within Medium range and able to make eye contact with target. | | If an opponent that you are aware of within Medium range attempts to target you with any kind of attack you may play this card. | 1: You stare the opponent down, preventing them from making their attack. While this card is recharging, the opponent adds to all further attacks made against you. If the opponent is a group of henchmen, their morale tracker is moved down 1 step. | | 3: As (1) and you may add SR # of recharge tokens to this card. | | As a maneuver you may choose to remove all of the recharge tokens remaining on this card and return it to your hand. |
EditScary Presence| Scary Presence | | Open, Beguile, Passive | | None | | Prereq: Fellowship 4+ or Intimidate trained | | This card is always considered to be in play. | | You are an intimidating individual. | | You gain Fear (SR). | | Off Switch: You may spend 1 creation point or advance to allow this ability to be turned on and off at will. | | Beguile: You also gain Fearless (SR). | | | | | | | | | | |
EditMassive Presence| Massive Presence | | Open, Beguile, Passive | | None | | Prereq: Fellowship 4+ or Intimidate trained | | This card is always considered to be in play. | | You are a formidable opponent in the social arena. | All Social actions used against you add SR # of to their dice pools. | You add to Intimidate checks. | Beguile: You add to all Fellowship based checks. | | | | | | | | | | |
EditBig Bluff| Big Bluff | | Recharge: (8-SR) | Stress: 1;  | | Beguile | | Guile (Fel) | | Prereq: Guile trained, within range of one or more people who are able to hear you. | | If you are in Story mode and one or more opponents are within range and can hear you, you may play this card. Technology that allows your performance to be projected to others extends the range of this ability; you can even lie on TV! | | 1: You con the audience on a grand scale, weaving a complex tale or elaborate lie that is just plausible enough that they buy it. Each target must make an Intuition (Int) check vs SR difficulty or believe your lies. Your lie can be far fetched, but if it is impossible or extremely unlikely the targets reduce the difficulty of their checks accordingly. Also, if your credibility is not good with a given target their difficulty is reduced. If any serious evidence to the contrary arises later, affected targets get a new check to disbelieve the lie with the difficulty reduced by the significance of the new evidence. | | 4: As (1), but even a very unlikely lie will work as long as it is not entirely impossible. Further, affected targets will ignore the first evidence that would disprove your lies and remain convinced by your story. |
EditFoment Rebellion| Foment Rebellion | | Recharge: (8-SR) | Stress: 1;  | | Beguile | | Leadership (Fel) | | Prereq: Leadership trained, within Medium range of opponent henchmen. | | If opponent henchmen are within Medium range and can hear you, you may play this card. | | 1: You demoralize and foment unrest amongst the target group of henchmen, moving their morale tracker SR # of steps down. | | | | | | |
EditIncite Glory| Incite Glory | | Recharge: (8-SR) | Stress: 1;  | | Beguile | | Leadership (Fel) | | Prereq: Leadership trained, within Medium range of an ally who is able to hear you. | | If an ally is within Medium range and can hear you, you may play this card. | | 1: You incite your ally to take action; they may suffer 1 fatigue to immediately take a maneuver or make a Melee attack against an engaged opponent. | | 3: You incite your ally to take action; they may suffer 1 fatigue to immediately take a maneuver and make a Melee attack against an engaged opponent. | | | | | | |
EditManipulative| Manipulative | | Beguile, Passive | | Prereq: Fellowship 5+ | | This card is always considered to be in play | SR1: at any time you may spend 1 fortune to reduce the check penalty of one of your Beguile Stunts by . | SR2: at any time you may suffer 1 stress to add to any Fellowship based check. | SR3: at any time you may spend 2 fortune to reduce the check penalty of one of your Beguile Stunts by . | SR4: at any time you may suffer 2 stress to add to any Fellowship based check. | SR5: at any time you may spend 3 fortune to reduce the check penalty of one of your Beguile Stunts by . | | | | |
EditGuilefulEditDisarming Smile| Disarming Smile | | Recharge: (2+SR) | Stress: 1; | | Open, Beguile, Ongoing | | Guile (Fel) vs Guile (Fel) | | Prereq: Fellowship 3+, Guile trained, not strained or distressed, target is able to see you clearly. | 1: While this card is recharging you add to all Social actions made against the target, and the target adds to all Social actions targeting you. | | 3: As (1) and you may add 2 recharge tokens to this card. | | Fellowship 6: You may add (Fellowship - 5) recharge tokens to this card. | | Beguile: Waive the stress cost, and as a maneuver you may choose to remove all of the recharge tokens remaining on this card and return it to your hand. |
| Disarming Smile | | Recharge: (2+SR) | Stress: 1; | | Open, Beguile, Ongoing | | Guile (Fel) vs Guile (Fel) | | Prereq: Fellowship 3+, Guile trained, not strained or distressed, target is able to see you clearly. | 1: While this card is recharging and until you attack the target, they add to any attack targeting you directly or indirectly (via an area of effect, for instance). If you attack the target, remove all recharge tokens from this card and return it to your hand; you may not use it against the same target again in this encounter. | | 3: As (1) and you may add 2 recharge tokens to this card. | | Fellowship 6: You may add (Fellowship - 5) recharge tokens to this card. | Beguile: Waive the stress cost, and the target adds an additional to any attack targeting you directly or indirectly. |
EditLets Be Friends| Lets Be Friends | | Recharge: (2+SR) | Stress: 1; | | Beguile, Ongoing | | Charm (Fel) vs Intuition (Int) | | Prereq: Fellowship 3+, Charm trained, not strained or distressed, target is able to hear you clearly. | 1: While this card is recharging you add to all Social actions made against the target, and the target adds to all Social actions targeting you. | | 3: As (1) and you may add 2 recharge tokens to this card. | | Fellowship 6: You may add (Fellowship - 5) recharge tokens to this card. | | | | | | | | | | |
| Lets Be Friends | | Recharge: (2+SR) | Stress: 1; | | Beguile, Ongoing | | Charm (Fel) vs Intuition (Int) | | Prereq: Fellowship 3+, Charm trained, not strained or distressed, target is able to hear you clearly. | 1: While this card is recharging and until you attack the target, they add to any attack targeting you directly or indirectly (via an area of effect, for instance). If you attack the target, remove all recharge tokens from this card and return it to your hand; you may not use it against the same target again in this encounter. | | 3: As (1) and you may add 2 recharge tokens to this card. | | Fellowship 6: You may add (Fellowship - 5) recharge tokens to this card. | | | | | | | | | | |
EditEnthrall| Enthrall | | Recharge: 0 | Stress: 1;  | | Beguile | | Charm (Fel) vs Target Discipline (Wp) | | Prereq: Fellowship 4+, Charm trained, not strained or distressed, target is able to see and hear you clearly. | | If you are in Story mode and are able to converse with the target, you may play this card. Good roleplaying and situational modifiers may reduce the penalty at the GM's discretion. You may use this ability once per SR per Act. | 1: The target becomes favorably inclined towards you. You add to all non-aggressive Social actions targeting them for the remainder of the Act. If you attack the target in any way, the effect immediately terminates and you add to any future attempts to use this Stunt against the same target. | 5: As (1), and you also remove from the dice pools of non-aggressive Social actions targeting the target for the remainder of the Act. | | Fellowship 6: The effect lasts for two Acts. | | Fellowship 8: The effect lasts for an entire adventure. | | Fellowship 10: The effect lasts forever. |
| Enthrall | | Recharge: (10-SR) | Fortune: 1, Stress: 2;  | | Beguile | | Charm (Fel) vs Target Discipline (Wp) | | Prereq: Fellowship 4+, Charm trained, not strained or distressed, target is able to see and hear you clearly. | | 1: You gain control of the target for 1 Round. If you attempt to have the target do something strongly against their moral code or best interests the target may make a Discipline (Wp) check vs Average 2d difficulty to resist your control. | | 5: As (1) but you gain control of the target for SR # of rounds. | Fellowship 6: reduce the check penalty by . | Fellowship 8: reduce the check penalty by . | Fellowship 10: reduce the check penalty by . | | | | |
EditDo As I Say| Do As I Say! | | Recharge: * | Stress: 1;  | | Beguile | | Leadership (Fel) vs Target Discipline (Wp) | | Prereq: Fellowship 4+, Leadership trained, one or more henchmen are able to see and hear you clearly. | | You attempt to assert command over henchmen in the immediate vicinity. | If you detectably attack an affected target, the effect immediately terminates. You can affect more than one group of henchmen if they are present, but each additional group adds to your check. | | 1: The targets respond to your authority. They hesitate and take no action this Round; move morale trackers of the affected henchmen down one step. | | 3: The targets will not attack you, and will follow your commands if they are reasonable. They treat you with wary deference, but will quickly revert to normal if one of their actual leaders reasserts control over them. | | 5: The targets are yours to command for the scene. They will follow any command that is not against their innate natures. This lasts for the remainder of the Scene, or until some other circumstance undermines your control. | | Return this card to your hand at the end of the Scene. |
| Do As I Say! | | Recharge: (6-SR) | Fortune: 1, Stress: 1;  | | Beguile | | Leadership (Fel) vs Target Discipline (Wp) | | Prereq: Fellowship 4+, Leadership trained, one or more henchmen are able to see and hear you clearly. | | 1: You gain control of the target henchmen for 1 Round. If you attempt to have them do something strongly against their moral code or best interests they may make a Discipline (Wp) check vs Average 2d difficulty to end your control. | | 5: As (1) but you gain control of the target henchmen for SR # of rounds. | Each subsequent use of this Stunt on the same group of henchmen in the same Scene adds a cumulative to the opposed check. | | | | | | | | | | |
EditPersuasion| Persuasion | | Recharge: 0 | Stress: 1;   | | Beguile | | Charm (Fel) | | Prereq: Fellowship 6+, Enthrall (5), Charm trained, not strained or distressed, target is able to see and hear you clearly. | | If you are in Story mode and are able to address an audience, you may play this card. Good roleplaying and situational modifiers may reduce the penalty at the GM's discretion. You may use this ability once per SR per Act. | 1: Everyone within Medium range who are able to see and hear you clearly must each make a Discipline (Wp) check vs SR difficulty or be affected. Affected targets becomes favorably inclined towards you. You add  to all non-aggressive Social actions targeting them for the remainder of the Act. If you attack an affected target in any way, the effect immediately terminates vs them and you add to any future attempts to use this Stunt against the same target. | 5: As (1), and you also remove from the dice pools of non-aggressive Social actions used on affected targets for the remainder of the Act. | | Fellowship 6: The effect lasts for two Acts. | | Fellowship 8: The effect lasts for an entire adventure. | | Fellowship 10: The effect lasts forever. |
| Persuasion | | Recharge: (10-SR) | Fortune: 1, Stress: 2;   | | Beguile | | Charm (Fel) | | Prereq: Fellowship 6+, Charm trained, Enthrall (5), not strained or distressed, target is able to see and hear you clearly. | | 1: Everyone within Medium range who are able to see and hear you clearly must each make a Discipline (Wp) check vs SR difficulty or be affected. You gain control of affected targets for 1 Round. If you attempt to have a target do something strongly against their moral code or best interests the target may make a Discipline (Wp) check vs Average 2d difficulty to resist your control. | | 5: As (1) but you gain control of the affected targets for SR # of rounds. | Fellowship 6: reduce the check penalty by . | Fellowship 8: reduce the check penalty by  . | Fellowship 10: reduce the check penalty by   . | | | | |
EditCalm / Instigate| Calm | | Recharge: (5-SR) |  | | Beguile | | Charm (Fel) | | Prereq: Charm trained, within Medium range of a person that can hear you. | | If a person is within Medium range and can hear you, you may play this card. | | 1: The target may make a Discipline (Wp) check vs SR difficulty if they want to resist this ability. The target moves SR # of steps towards Defensive on their stance tracker. | | Fortune 1: You may use the Offensive side of this card for this action. | | | | | | |
| Instigate | | Recharge: (5-SR) |  | | Beguile | | Leadership (Fel) | | Prereq: Leadership trained, within Medium range of a person that can hear you. | | If a person is within Medium range and can hear you, you may play this card. | | 1: The target may make a Discipline (Wp) check vs SR difficulty if they want to resist this ability. The target moves SR # of steps towards Offensive on their stance tracker. | | Fortune 1: You may use the Defensive side of this card for this action. | | | | | | |
EditBlistering Tongue| Blistering Tongue | | Recharge: (5-SR) | Stress: 1;  | | Open, Beguile, Ongoing | | Intimidate (Fel) vs Discipline(Wp) | | Prereq: Fellowship 4+ or Intimidate trained, target is able to hear you clearly. | | 1: The target suffers (SR / 2) stress; (round up). | | 4: The target suffers SR stress. | | Fellowship 6: The target suffers (Fellowship - 5) additional stress. | Beguile: Waive the stress cost and remove from your check. |
| Blistering Tongue | | Recharge: (5-SR) | Stress: 1;  | | Open, Beguile, Ongoing | | Intimidate (Fel) vs Discipline(Wp) | | Prereq: Fellowship 4+ or Intimidate trained, target is able to hear you clearly. | | 1: The target suffers 1 Grit. | | 3: The target suffers 2 Grit. | | 5: The target suffers 3 Grit. | | 7: The target suffers 4 Grit. | | 9: The target suffers 5 Grit. | | Fellowship 6: The target suffers (Fellowship - 5) stress. | Beguile: Waive the stress cost and remove from your check. |
EditIntimidating Aura| Intimidating Aura | | Beguile, Toggle, Aura | | Prereq: Fellowship 5+, Intimidate trained | | You emanate such a massive presence that it unsettles those near you. | | You gain +SR Psyche while this Stunt is toggled on. | | While this Stunt is toggled on, anyone that becomes engaged with you must make a Discipline (Wp) check vs SR difficulty or suffer (SR / 2) stress (round up), gain the Challenged condition for (2), and end their Turn immediately. If you become disengaged and later reengage this affect is applied again. | | While this Stunt is toggled on, you suffer 1 stress at the beginning of each of your Turns unless you spend a maneuver to avoid it. | | When this Stunt is toggled off put (10-SR) recharge tokens on it. You may choose to toggle it off at any time. | | If you switch to Offensive stance while this Stunt is toggled on, flip it over. | | Selective: You may make this ability selective as a 1 point Facilitator, allowing you to choose who is and is not affected. |
| Intimidating Aura | | Beguile, Toggle, Aura | | Prereq: Fellowship 5+, Intimidate trained | | You emanate such a massive presence that it unsettles those near you. | | You gain Fear (SR) and Fearless (SR) while this Stunt is toggled on. | | While this Stunt is toggled on anyone that becomes engaged with you must make a Discipline (Wp) check vs SR difficulty or suffer 1 Grit, gain the Staggered condition for (2), and end their Turn immediately. If you become disengaged and later reengage this affect is applied again. | | While this Stunt is toggled on, you suffer 1 stress at the beginning of each of your Turns unless you spend a maneuver to avoid it. | | When this Stunt is toggled off put (10-SR) recharge tokens on it. You may choose to toggle it off at any time. | | If you switch to Defensive stance while this Stunt is toggled on, flip it over. | | Selective: You may make this ability selective as a 1 point Facilitator, allowing you to choose who is and is not affected. |
|
|