
Diplomatic Solution ability tree
The ability to bring belligerent parties to the negotiating table is no task for the fainthearted, and it is absolutely indispensable to the work of Diplomats.
More information is available in Desperate Allies: A Sourcebook for Diplomats (page 38).
BASE ABILITY[]
Once per game session, when a combat encounter against one or more sentient creatures is about to begin, the character may spend 2 Destiny Points to make a Daunting difficulty Charm check. If [they] succeed, the combat encounter instead becomes a social encounter, with the PCs attempting to convince their opposition to back down, come around to their viewpoint, or accept a compromise.
Depending on the enemies the PCs face, the exact nature of how they solve the problem without violence varies. Some NPCs can be intimidated or tricked into retreat, others can be bribed, while others can be turned around to the PCs' perspective. In all cases, the specifics of this matter fall to the GM's discretion. If the scene includes one or more nemesis NPCs, the GM must decide whether this ability is appropriate for the encounter (and if it is not, the GM should not allow the player to attempt the check and spend the Destiny Points).
If diplomacy ultimately fails, either because the PCs resort to violence or because it becomes clear that there can be no reconciliation between the aggrieved parties, the GM is the arbiter of how the encounter is resolved. In some cases, it might make sense for both parties to retreat peaceably, even if they intend to fight later—the GM should decide this based on the nature of the conflict and tenor of the negotiations.
When making the skill check to activate Diplomatic Solution, the GM can add a boost die or setback die for any situation effects that might affect the difficulty of the check.
UPGRADES[]
Activation: Diplomatic Solution may be activated during any of the character's turns during combat as an action in addition to immediately before the start of combat (it can still only be used once per session).
Boost Allies: After triggering Diplomatic Solution, add a boost die per Boost Allies Upgrade to all social checks other friendly characters make until the end of the encounter.
Change Skill (Coercion): When activating Diplomatic Solution, the character may make a Coercion check instead of a Charm check.
Change Skill (Leadership): When activating Diplomatic Solution, the character may make a Leadership check instead of a Charm check.
Destiny: To activate Diplomatic Solution, the character needs to spend only 1 Destiny Point instead of the normal 2.
Reduce Difficulty: The skill check to activate Diplomatic Solution is Hard instead of a Daunting difficulty.
Reduce Setback: When making the skill check to activate Diplomatic Solution, the character removes a setback die.