Face

License-holding negotiator.

The Face is the person the corp puts in the room when the contract is being signed and the consequence is being negotiated. They are not unknown to the Kadiss -- their credentials are published, their clearance is verified, and their employment history is on file. A Face without a Kadiss registration is a Fixer; a Face with one is a corp-aligned deal-closer whose value rises with the size of the room they are cleared to enter. The Nine keep a stable of trusted Faces the way they keep a stable of lawyers: instrument assets, paid in reputation, deployable across Rim-to-Core without hand-off paperwork.

The Face's job is to make difficult conversations simple and expensive conversations cheap. Silver Tongue is the technical skill -- read the phrasing, hit the tempo, know when to pause, know when not to. Read the Room is the intelligence product -- who holds the power, who can break ranks, who is about to break. Fabricated Identity is the deeper game: the Face who can become a purchasing officer, a guild representative, a sanitation inspector walks past doors that are padlocked to the regular security guard.

They wear light armour and carry concealable weapons because the conversation turning violent is the conversation that failed, and a failed conversation on the wrong Station ends badly for everyone. CHA and DEX are the primes -- charm and the quick reflexes to dodge when the charm fails, and they will fail, every Face knows this.

Operating on the operative chassis (d6 HD, 3/4 BAB, Reflex good, Fortitude and Will poor) with 8 base skill points, oriented toward people rather than vent-crawling. The Face is what the Operative looks like when the mission is close the deal instead of open the safe.

Rules Reference

FieldValue
Armor AllowanceLight
Bab Tierthree-quarters
Base Skill Points8
Hdd6
Hd Sides6
Max Level20
Multiclass NotesFaces can multiclass with Operative and Chaplain archetypes. Non-human faces use simultaneous multiclassing rules.
Primary AbilitiesCHA, DEX
Prime RequisitesCHA, DEX
Save Tiers / Fortitudepoor
Save Tiers / Reflexgood
Save Tiers / Willpoor
Weapon AllowancePistol, Knife, Concealable weapons

Notes

Archetype Niche: The Face is the party's social weapon. Silver Tongue turns negotiation from a binary pass/fail into a tactical system -- shifting attitudes, rushing diplomacy, affecting crowds. Read the Room provides information dominance in social encounters, revealing the hidden power structures and leverage points that other classes cannot perceive. Fabricated Identity enables deep-cover infiltration that no amount of Stealth can replicate. The Face's niche is solving problems through people instead of bullets -- they turn enemies into assets through conversation alone.

Level Table

Talker

FieldValue
bab0
fortitude0
level1
reflex2
skillPoints32
titleTalker
will0
xp0

Smooth-Talker

FieldValue
bab1
fortitude0
level2
reflex3
skillPoints8
titleSmooth-Talker
will0
xp1250

Confidence Artist

FieldValue
bab2
fortitude1
level3
reflex3
skillPoints8
titleConfidence Artist
will1
xp2500

Grifter

FieldValue
bab3
fortitude1
level4
reflex4
skillPoints8
titleGrifter
will1
xp5000

Face

FieldValue
bab3
fortitude1
level5
reflex4
skillPoints8
titleFace
will1
xp10000

Diplomat

FieldValue
bab4
fortitude2
level6
reflex5
skillPoints8
titleDiplomat
will2
xp20000

Spymaster

FieldValue
bab5
fortitude2
level7
reflex5
skillPoints8
titleSpymaster
will2
xp40000

Master Face

FieldValue
bab6
fortitude2
level8
reflex6
skillPoints8
titleMaster Face
will2
xp70000

Ambassador

FieldValue
bab6
fortitude3
level9
reflex6
skillPoints8
titleAmbassador
will3
xp110000

Kingmaker

FieldValue
bab7
fortitude3
level10
reflex7
skillPoints8
titleKingmaker
will3
xp160000

Grand Diplomat

FieldValue
bab8
fortitude3
level11
reflex7
skillPoints8
titleGrand Diplomat
will3
xp220000

Puppet Master

FieldValue
bab9
fortitude4
level12
reflex8
skillPoints8
titlePuppet Master
will4
xp280000

Grand Puppet Master

FieldValue
bab9
fortitude4
level13
reflex8
skillPoints8
titleGrand Puppet Master
will4
xp340000

Word Lord

FieldValue
bab10
fortitude4
level14
reflex9
skillPoints8
titleWord Lord
will4
xp400000

High Word Lord

FieldValue
bab11
fortitude5
level15
reflex9
skillPoints8
titleHigh Word Lord
will5
xp460000

Shadow Chancellor

FieldValue
bab12
fortitude5
level16
reflex10
skillPoints8
titleShadow Chancellor
will5
xp520000

High Chancellor

FieldValue
bab12
fortitude5
level17
reflex10
skillPoints8
titleHigh Chancellor
will5
xp580000

Consul

FieldValue
bab13
fortitude6
level18
reflex11
skillPoints8
titleConsul
will6
xp640000

High Consul

FieldValue
bab14
fortitude6
level19
reflex11
skillPoints8
titleHigh Consul
will6
xp700000

Supreme Face

FieldValue
bab15
fortitude6
level20
reflex12
skillPoints8
titleSupreme Face
will6
xp760000

Special Abilities

Silver Tongue

FieldValue
level1
nameSilver Tongue

description: +2 competence bonus to Persuasion, Deception, and Streetwise. The Face can shift a non-hostile creature's attitude by two steps instead of one with a successful Persuasion check (Indifferent to Helpful in one conversation). At level 5, rushed Persuasion in a full-round action. At level 10, one extra target per social skill check. At level 15, three-step attitude shift. This is the talent that turns a hostile board into a closed deal -- it does not work on the unwilling, it works on the undecided, which is most of the people in most rooms.

Read the Room

FieldValue
level3
nameRead the Room

description: Standard action. The Face reads a group within line of sight: power hierarchy (who runs this), emotional state of each visible individual (hostile, suspicious, fearful, neutral, friendly, eager), and any leverage (debts, secrets, loyalties, vices) that might be exploitable. At level 7, move action. At level 12, the Face also learns one specific secret or vulnerability about the most powerful individual in the room. Information is the Face's weapon; the rest is theatre.

Fabricated Identity

FieldValue
level5
nameFabricated Identity

description: 24 hours of preparation and information access produces a convincing false identity with forged credentials, Kadiss profile modifications, and a cover story. Under the identity, +5 Deception, Bureaucracy becomes a class skill. Identity withstands casual scrutiny; intensive investigation (Security or Hacking DC 25) penetrates. At level 10, two simultaneous identities. At level 15, fabrication in 1 hour. The Face without Kadiss runs grey; the Face with Kadiss, even a forged one, walks past scanners that would freeze an unregistered visitor.