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
Field
Value
Armor Allowance
Light
Bab Tier
three-quarters
Base Skill Points
8
Hd
d6
Hd Sides
6
Max Level
20
Multiclass Notes
Faces can multiclass with Operative and Chaplain archetypes. Non-human faces use simultaneous multiclassing rules.
Primary Abilities
CHA, DEX
Prime Requisites
CHA, DEX
Save Tiers / Fortitude
poor
Save Tiers / Reflex
good
Save Tiers / Will
poor
Weapon Allowance
Pistol, 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
Field
Value
bab
0
fortitude
0
level
1
reflex
2
skillPoints
32
title
Talker
will
0
xp
0
Smooth-Talker
Field
Value
bab
1
fortitude
0
level
2
reflex
3
skillPoints
8
title
Smooth-Talker
will
0
xp
1250
Confidence Artist
Field
Value
bab
2
fortitude
1
level
3
reflex
3
skillPoints
8
title
Confidence Artist
will
1
xp
2500
Grifter
Field
Value
bab
3
fortitude
1
level
4
reflex
4
skillPoints
8
title
Grifter
will
1
xp
5000
Face
Field
Value
bab
3
fortitude
1
level
5
reflex
4
skillPoints
8
title
Face
will
1
xp
10000
Diplomat
Field
Value
bab
4
fortitude
2
level
6
reflex
5
skillPoints
8
title
Diplomat
will
2
xp
20000
Spymaster
Field
Value
bab
5
fortitude
2
level
7
reflex
5
skillPoints
8
title
Spymaster
will
2
xp
40000
Master Face
Field
Value
bab
6
fortitude
2
level
8
reflex
6
skillPoints
8
title
Master Face
will
2
xp
70000
Ambassador
Field
Value
bab
6
fortitude
3
level
9
reflex
6
skillPoints
8
title
Ambassador
will
3
xp
110000
Kingmaker
Field
Value
bab
7
fortitude
3
level
10
reflex
7
skillPoints
8
title
Kingmaker
will
3
xp
160000
Grand Diplomat
Field
Value
bab
8
fortitude
3
level
11
reflex
7
skillPoints
8
title
Grand Diplomat
will
3
xp
220000
Puppet Master
Field
Value
bab
9
fortitude
4
level
12
reflex
8
skillPoints
8
title
Puppet Master
will
4
xp
280000
Grand Puppet Master
Field
Value
bab
9
fortitude
4
level
13
reflex
8
skillPoints
8
title
Grand Puppet Master
will
4
xp
340000
Word Lord
Field
Value
bab
10
fortitude
4
level
14
reflex
9
skillPoints
8
title
Word Lord
will
4
xp
400000
High Word Lord
Field
Value
bab
11
fortitude
5
level
15
reflex
9
skillPoints
8
title
High Word Lord
will
5
xp
460000
Shadow Chancellor
Field
Value
bab
12
fortitude
5
level
16
reflex
10
skillPoints
8
title
Shadow Chancellor
will
5
xp
520000
High Chancellor
Field
Value
bab
12
fortitude
5
level
17
reflex
10
skillPoints
8
title
High Chancellor
will
5
xp
580000
Consul
Field
Value
bab
13
fortitude
6
level
18
reflex
11
skillPoints
8
title
Consul
will
6
xp
640000
High Consul
Field
Value
bab
14
fortitude
6
level
19
reflex
11
skillPoints
8
title
High Consul
will
6
xp
700000
Supreme Face
Field
Value
bab
15
fortitude
6
level
20
reflex
12
skillPoints
8
title
Supreme Face
will
6
xp
760000
Special Abilities
Silver Tongue
Field
Value
level
1
name
Silver 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
Field
Value
level
3
name
Read 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
Field
Value
level
5
name
Fabricated 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.