Archetypes & Pathways
Silver Tongue
The Silver Tongue knows that words, music, and performance can move hearts as easily as blades draw blood. Masters of charm, storytelling, and deception, they captivate crowds, sway minds, and always seem to know exactly what to say — or sing — to control the moment.
Level 1 Abilities
Jack of All Trades: Gain an additional Profession Origin.
Quick Lie: Once per Scene, you may ignore the result of a failed {Deceive} Throw and Throw again.
Showman: Gain Focus in {Know} or {Craft}. You may Throw {Sway} with SWORDS.
Rousing Performance: Once per Scene, after completing a meaningful performance, choose one person who witnessed it. They clear 2 Recovery.
Captive Audience: After succeeding on a {Craft} Throw made to perform for someone, gain +1 Outcome to your next {Sway} or {Deceive} Throw against a member of that audience during the Scene.
Level 5 Abilities
Perfect Imitation: Given at least 10 minutes to prepare and suitable clothing or materials, you may disguise yourself as any person you have met, perfectly replicating their appearance, voice, and mannerisms. The disguise remains convincing until your behaviour gives someone reason to doubt it.
Endless Repertoire: Whenever you take a Short Rest, recover up to 3 additional Words of Power.
Standing Ovation: Once per Scene, after achieving a Strong Success or better on a {Craft} Throw made as part of a performance, distribute 4 Recovery between any characters who witnessed it.
Absolute Persuasion: Once per Short Rest, after speaking directly to a target, force them to follow one simple instruction for a single action, provided it would not obviously cause them serious harm.
Level 10 Abilities
Living Legend: Once per Level, Create a 8-Step Legend Track and declare a story, belief, or idea you wish to make real. Whenever you successfully spread that legend through performance or storytelling, fill the Track as normal. When the Track is filled, the legend becomes true in some tangible way. Work with the GM to determine exactly how reality manifests the belief.
Triple Threat: Once per Scene, when making a {Sway}, {Craft}, or {Know} Throw, choose one:
- Sing: After the Throw, ask the GM one additional truthful question relating to the subject.
- Dance: On a successful Throw, one affected target cannot willingly act against you until you next lose a Throw against them.
- Act: Treat a successful Throw as though it achieved the highest possible Outcome.
Grand Orchestra: Once per Long Rest, summon a spectral grand orchestra until the end of the Scene. The Orchestra can produce any music or sound you command and can be heard throughout the Scene. The first time each character within earshot successfully casts a Sorcery, you may have the Orchestra repeat that Sorcery once, using the same Outcome and without expending its Words of Power again. You may choose new valid targets for the repeated Sorcery.
Level 1 Words of Power
Ask, Mock, Calm, Play, Chant, Praise, Charm, Sing, Dance, Speak, Distract, Spin, Echo, Suggest, Hum, Song, Lie, Whisper, Mend, Restore
Level 5 Words of Power
BeDeceive, Rally, Compel, Rhythm, Crescendo, Soothe, Enchant, Tale, Harmony, Tempo, Heal, Influence, Laughter, Mend, Misdirect
Level 10 Words of Power
Anthem, Command, Concert, Devastate, Dominate, Encore, Finale, Restore, Reprise, Saga