The envoy is a leader and a diplomat with solid frontline fighting options available and with a focus on tactics and leadership. Although the envoy's primary abilities are social, his fighting skills depend on decent physical abilities. Diplomatic and academic skills gain their bonuses from mental skills. The envoy can use any type of arms and will often specialise in several weapons.
Envoys are often seen as inspiring figures, capable of turning the tide of battle with a few well-placed words or orders. Allies trust them to lead the way, though some might resent their authoritative nature. Enemies often underestimate their combat skills, mistaking them for mere strategists until it is too late.
All
An envoy will never use banned or uncivilized weapons.
Core Abilities
Boldness: Your nerve under fire—drives decisive calls, risky pushes, and momentum when the fight turns. It gives teeth to frontline Leadership and pressure-based Defense plays.
Presence: Command authority and steer people and battles. It fuels Diplomatic and Leadership work, and helps you set terms or end fights before they start.
Supporting Abilities
Agility: Better combat performance—clean footwork, weapon handling, and positional control. Strong fit for Melee Expertise, Ranged Expertise, Movement, and evasive Defense.
Empathy: Read intent and build trust. Key to de-escalation and coalition-building across Diplomatic and Leadership actions.
Important Abilities
Quickness: Control tempo—initiative, interrupts, and seizing openings; pairs naturally with fast Defense reactions and snap orders.
Strength: Adds bind/break power, shoves, and finish pressure when you personally step into melee—useful across Melee Expertise and Brawling moments.
Reasoning: Planning and execution discipline—supports coordinated pushes in Leadership and Tactics without being your combat cornerstone.
Intuition: Read the room and the battlefield—spot tells that inform your next Diplomatic move or tactical nudge in Tactics/Awareness.
Minor Abilities
Constitution: Useful for long ops and attrition, but you aim to avoid grind by leading smart.
Self Discipline: Steadying, though your kit leans more on Presence/Boldness than pure focus.
Memory: Handy for dossiers and precedents, but not a limiter compared to the above.
Creativity: Nice for unconventional pitches and ruses, yet secondary to Presence and Empathy.