Social conducts and misconducts can both be utilized using the Influence tree. A practical usage of words can aid your allies and goad your opponents, perhaps even convince them all that you’re somebody else entirely.


NameEffectCost
ImpersonateYou gain 2 Favors on checks made to disguise yourself or to keep your identity unknown.1 Body / 0 Mind / 1 Soul
MimicYou gain 2 Favors on checks made to mimic the actions of another creature.1 Body / 0 Mind / 2 Soul
SleuthYou gain 2 Favors on checks made to spot if someone is lying or hides information from you.2 Body / 0 Mind / 2 Soul
ExecutantBefore you roll Portrayal, Poise, or Display, you may choose to treat each 5 rolled as a 6, when calculating critical success. But each 2 rolled counts as a 1 for critical failures.2 Body / 0 Mind / 3 Soul

NameEffectCost
RefreshingYou spend 6 AP to make Appeal check. For each creature you choose, that can understand you, if the result was higher than the missing Stamina of the creature, they regain Xd6 Stamina, with X being your Appeal modifier, minimum of 1.0 Body / 0 Mind / 1 Soul
MentorWhen a creature makes a check, if they understand you, you may spend 1 RP and 5 Stamina to increase their roll by 1d4. You may do this a number of times per check, equal to your Appeal modifier, minimum of 1.0 Body / 0 Mind / 3 Soul
RousingYou spend 6 AP to make Appeal check. For each creature you choose, that can understand you, if the result was higher than the missing SHP of the creature, they regain Xd4 SHP, with X being your Appeal modifier, minimum of 1.0 Body / 0 Mind / 5 Soul
InfluentialWhen a creature within 5m makes a check, you may spend 1 RP and 8 Stamina to add your respective modifier to the check.0 Body / 0 Mind / 7 Soul

NameEffectCost
LinguistYou gain a Favor on checks made to gain information from languages you don’t understand.0 Body / 1 Mind / 2 Soul
BroadcastWhen you communicate, you may give 2 Favors to creatures trying to understand you, regardless of language.0 Body / 2 Mind / 3 Soul
PolyglotBefore you roll Appeal, Speech, or Charm, you may choose to treat each 5 rolled as a 6, when calculating critical success. But each 2 rolled counts as a 1 for critical failures0 Body / 3 Mind / 3 Soul