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Speech Speech

Speech dice all have numbers which indicate the strength of their effects. When multiple dice of the same skill are rolled together, their numbers are combined, increasing an effect's strength.

Associated Stat: StaminaStaminaRepresents an adventurer's capacity to move and roll dice for physical skills.

Required Battle Form: None

Level 1

Intimidating Presence

Dice Supply: 3

IconAbility
Drained IconDrainedThe ability is resolved instantly as described in its entry. Then, that die is placed on the adventurer's race sheet. It is unavailable for the remainder of the battle and is considered drained.: Combine the values of all Intimidating Presence dice rolled this engageEngageAdventurers may engage multiple times per turn but are limited by the dice they can roll and fatigue they can gain. You may perform a move action before or after you perform an engage action, but not both.. Remove an adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. non-quest enemyQuest UnitQuest units (white chips, brown border) are not mixed into draw bags at setup or after battles. Quest units cannot gain status effects from abilities or rules unless explicitly stated. with HP equal to or less than this value from battle (it is not considered defeatedDefeatedA unit is defeated when it loses its last HP chip or an effect states that it is defeated).

Persuasive Will

Dice Supply: 2

IconAbility
Drained IconDrainedThe ability is resolved instantly as described in its entry. Then, that die is placed on the adventurer's race sheet. It is unavailable for the remainder of the battle and is considered drained.: Combine the values of all Persuasive Will dice rolled this engageEngageAdventurers may engage multiple times per turn but are limited by the dice they can roll and fatigue they can gain. You may perform a move action before or after you perform an engage action, but not both.. Choose an adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. enemyEnemyAll opposing units to the party are considered enemies, regardless of their level. with a level equal to or less than this value. This unit becomes a companionCompanionA companion is a unit that is under the ongoing control of either the entire party or a specific adventurer. controlled by you. At the end of this roundBattle RoundDuring a round, each adventurer takes a turn. After your party has finished its turns, each enemy takes its own turn. After all units have completed a single turn, the round ends, this unit becomes an enemy again.

Authority

Dice Supply: 3

IconAbility
Drained IconDrainedThe ability is resolved instantly as described in its entry. Then, that die is placed on the adventurer's race sheet. It is unavailable for the remainder of the battle and is considered drained.: Combine the values of all Authority dice rolled this engageEngageAdventurers may engage multiple times per turn but are limited by the dice they can roll and fatigue they can gain. You may perform a move action before or after you perform an engage action, but not both.. Any single adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. may gain tenacityTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect. equal to or less than this value. Reduce tenacity gained by 1 for each hex of distance between you and that adventurer.
info

Do you need to reduce the tenacity for adjacent adventurers?

An adjacent adventurer is 1 hex away, so 1 tenacity is lost in the transfer.

Source

Speech in Social Checks

Before adventurersAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. spend any tenacityTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect. to resolve a social check, adventurers with availableAvailableAvailable dice are the dice in your attribute rows that you can currently roll. Speech skill dice in their attribute slots may choose to roll any number of those skill dice (regardless of their StaminaStaminaRepresents an adventurer's capacity to move and roll dice for physical skills.). Instead of resolving the effects of the rolled results, the numeric values on the rolled results count toward the party's social check, reducing the amount of tenacity that must be spent to succeed at the check. Regardless of success, all rolled dice are exhausted.