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Herald

Class

Gloam Core Rules (v1.03) ยท p.18

Open source p.18

Prime Stat Cups


Talents

Disarming Presence starting . Modify a Reaction Test by +3.

Academic . Recall any single piece of knowledge relating to culture, institutions, or historical events, at the Referee's discretion.

Duel of Wits . Win an argument or debate in the eyes of an audience. This doesn't necessarily change your opponent's mind, but it may force them to acquiesce to your request.

Inspire . Give someone +3 to a Test with your encouraging words. Must do this before they make the Test.

Parley . Calm an aggressive or hostile creature. You can parley with anything that possesses language. You cannot parley after combat has started.

Verity & Guile . You can tell if someone is lying to you. You can make someone believe a lie you tell them: make a Cups Testโ€”on a success they believe you.

# Herald

Traveling between courts, towns, and cities, Heralds are well-versed in politics, from courtly intrigue to the petty disputes of commoners. They often have noble patrons and legal protection, but being the bearer of bad news often draws the ire of crowds. Heralds negotiate, speak publicly, and inspire others through eloquent words.

Starting Talent

Disarming Presence. Modify a Reaction Test by .

Talents

Academic. Recall any single piece of knowledge relating to culture, institutions, or historical events, at the Referee's discretion.

Duel of Wits. Win an argument or debate in the eyes of an audience. This doesn't necessarily change your opponent's mind, but it may force them to acquiesce to your request.

Inspire. Give someone to a Test with your encouraging words. Must do this before they make the Test.

Parley. Calm an aggressive or hostile creature. You can parley with anything that possesses language. You cannot parley after combat has started.

Verity & Guile. You can tell if someone is lying to you. You can make someone believe a lie you tell them: make a Cups Testโ€”on a success they believe you.