Skill: Inspire

Inspire

Empathy , Charisma
This skill is used to bolster the motivations and spirits of your allies, and to appeal to other people’s emotions. Experts in this skill can help ease people’s burdens and traumas.

Calm [Combat]   
Requirement: You target an ally adjacent to you that is Going Mad.
You attempt to calm your ally and help pull them back into reality.
Resolution: Inspire

 – You attempt to calm down your ally. They must make a Resolve Basic Test. If they succeed, they are no longer Going Mad, but they faint and fall unconscious.
 – You barely calm down your ally. They are no longer Going Mad, but they faint and fall unconscious.
 – You calm down your ally. They are no longer Going Mad and may act again.
 – You calm down your ally and boost their courage. They are no longer Going Mad. They also recover 1 point of Courage and are no longer Hopeless.
 – You fail to calm down your ally.
 – You fail to calm down your ally, and you might have made things worse. They have a -2 penalty on their next Resolve roll to avoid insanity.

Comfort [Sojourn]   [Rank 4]
Requirement: The target ally has a Trauma and joins you in this action.
You spend considerable time with a troubled ally, helping them talk through the issues that afflict their hopes and aspirations.
Resolution: Inspire 

 – The ally must make an immediate Resolve Basic Test. If they succeed, the Therapy Score for that Trauma is reduced by 1. If it reaches 0, the Trauma is removed.  If the Test failed, nothing happens.
 – As above, except the Therapy Score is automatically reduced by 1 without a Test.
 – As above, except the Therapy Score is reduced by 2.
 – As above, except the Therapy Score is reduced by 3.
 – Your treatment has no benefit for your ally.
 – You incidentally cause your target to rebound; the Therapy Score for that Trauma is increased by 1.

Enhearten [Journey]  [Rank 2]
Requirement: You target an ally that is currently Hopeless, who joins you in this action.
You spend time talking with your ally and attempt to bolster their spirit and bravery. This action can be performed on a recipient only once per day.
Resolution: Inspire

 – Your ally recovers 2 points of Courage and may remove the Hopeless condition.
 – As above, except your ally recovers 4 points of Courage.
 – As above, except your ally recovers 6 points of Courage.
 – As above, except your ally recovers 8 points of Courage.
 – You fail to bolster your ally’s courage.
 – You fail to bolster your ally’s courage and your words may have made things worse; the ally takes 1 points of Courage damage.

Impress [Exploration]    
You attempt to sway a person’s opinion by appealing to their emotions and their sense of character. This action can also be used to calm frightened animals.
Resolution: Inspire , or Inspire   Resolve

 – You fail to convince your target of your appeal, but they do not reveal this fact. They might secretly believe you are lying to them or being insincere with your attempt to enhearten them.
 – You successfully convince the target with your words.
 – You fail to convince your target with your words.
 – You fail to convince your target and they might be offended by your attempt.

Motivate [Combat]     [Attention: ] [Rank 2]
Requirement: Can only affect allies up to 6 squares from you.
You call out encouraging words and inspirations to bolster your ally’s spirit.
Resolution: Inspire 

 – The nearest ally is Motivated 2.
 – One ally of your choice is Motivated 2.
 – One ally of your choice is Motivated 4.
 – Two allies of your choice are Motivated 4.
 – Your encouragement goes unheard or otherwise fail to motivate your allies.
 – You struggle to find the right words and become Distracted 2 until the end of your next turn.