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negotiator

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The key to a successful negotiation is compromise. I needed a gun that could kill a god and she wanted my soul in exchange. In the end, I got a single bullet for the job and she got a husband.

A Negotiator's weapons are words, and the class has several useful tricks that let them get what they want without ever having to resort to violence unless they want to. The class is a very low-tech, easily-justified one for inclusion in almost any campaign setting imaginable.

Negotiator Make deals.
caret-right Adapter Make upgrades from keystones.
Enterprises Mechanic School
Stardock

Negotiator

Social plus-circleWhat You Want: You can tell what others want just by interacting with them a little. A creature's wants are revealed to you in general terms, such as “to eat meat” or “to cause chaos.” Ask the referee and they'll tell you straight up, no guesswork required.

minus-circleNo Anonymity: You don't need to share a common language with a creature in order to learn what it currently most wants, but you do need to have some sort of exchange in which your subject is aware of you and vice versa. Fighting totally counts as an interaction, as does a stare-down in the street.
Utility plus-circleAppraisal: You know the relative value of everything that can be bargained for, even non-material things. Before closing any deal, you can ask (out of character) if you're being ripped off. The other party must answer truthfully (again, out of character).

Adapter

Utility plus-circleRepurposed Knowledge: You can create a vehicle upgrade from any eligible class or ability, not just the ones you know personally.

minus-circleKeystone Dependent: Creating an upgrade from an ability you don't personally know requires you to have a keystone of the appropriate type. Making the upgrade consumes the keystone.

doubledScholar Synergy: If you also know the Comprehensive ability from the Scholar class, its chance to retain used keystones applies to any keystones consumed via Adapter.

Enterprises

Garage New wheeled vehicles can be purchased in the settlement by anyone with the Driver class.
Hangar New aircraft can be purchased in the settlement by anyone with the Aviator class.
Repair Shop Lost points of Vitality can be restored to vehicles (or synthetic creatures) in the settlement at a cost of 1 Supply per 3 Vitality restored instead of 1-for-1 as normal.
Shipyard New watercraft can be purchased in the settlement by anyone with the Sailor class.
Mechanic School The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here: the first such keystone per session costs 1 Supply, the second 2, the third 3, and so on.
Stardock New spacecraft can be purchased in the settlement by anyone with the Astronaut class.
negotiator.1552063144.txt.gz · Last modified: 2019/03/08 09:39 by kyle