Behind all successful corporations and states are people who further their interests through diplomacy and negotiation. These Liaisons navigate complex webs of intrigue to secure powerful alliances or trade deals for their benefactors. While it is uncommon to find these individuals away from their glittering towers and high powered business meetings, some Liaisons join on dangerous expeditions so that they can be the first to secure lucrative or influential prospects before anyone else.
Ability Bonus: +1 Intelligence
Theme Knowledge (1st)
When starting off as a Liaison, you select some state entity, influential organization, or corporation which serves as your benefactor (this should be discussed with your GM before play). The Knowledge or Culture check DC to recall any knowledge related to important interests or contracts from your benefactor is reduced by 5. Diplomacy is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Diplomacy checks. In addition you gain an ability adjustment of +1 to Intelligence at character creation.
Friends in High Places (6th)
You've ascended in the ranks of your organization enough to benefit from perks of the job. In any location in which your organization has influence (generally somewhere with a corporate office or embassy) you are able to access basic services free of charge or for a reduced price. This might include a place to stay for the night, free transportation, access to medical or research facilities, or a connection to a government official whose attitude starts as friendly or helpful to you.
Diplomatic Immunity (12th)
Your associations afford you a certain level of protection in any region in which your organization holds sway. Whenever you are dealing with intelligent creatures who would reasonably fear reprisal from your association, their attitude for you shifts up one step if they are hostile or unfriendly (to unfriendly and indifferent respectively). Additionally in any combat, enemies will generally try to avoid lethal actions against you unless you have shown aggressive action towards them first (including if you assist allies doing such).
Master Liaison (18th)
You live for the deal and nothing energizes you quite like signing a lucrative contract or negotiating an alliance for your organization. Up to twice per day after you’ve negotiated some kind of deal or partnership that furthers your organization's goals, you recover 1 Resolve Point.