Journey: Orations

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Here's where we talk about orations, a Special subgroup that is important to social encounters.

Oration Overview

Orations are a subcategory of Specials, and are tied to Skill: Diplomacy.

Every oration is a skill in its own right (just like standard skills), and has a dice pool.

In addition to the oration's dice pool, many orations call upon other skills, as well.

Oration Stats

Name

The name by which the oration is commonly referred.

Oration [Type]

Indicates any descriptors of the oration, if applicable. Descriptors interface with other game elements.

Prerequisites

These run the gamut from skills to attributes. These will be in the format of Type: Feature (Rating).

XP Cost

The cost, in XP, to learn the oration. You can gain further training in the spell, improving its dice pool (and gaining other advantage, as well, dependent on the oration), but doing so costs additional XP.

Talk Cost

The cost in talk tokens to use the oration. If you do not have sufficient talk tokens, you cannot use the oration; if you do not have a talk token pool, you cannot cast spells at all.

Action Cost

The action cost of the oration. Orations that can reasonably be used in combat will use one of the standard action types, or list an action cost in ticks.
Some orations may have the (Ongoing) modifier, meaning that you are actively using the oration until your next turn. Such an oration can be interrupted or suffer from pushback if you suffer damage or are otherwise inconvenienced while talking.

Action Type

The action type of the oration. This interfaces with other game elements.

Range

The range of the oration, expressed in normal measurements.

Duration

The duration of the oration's effect, listed in either normal increments or in ticks.

Dice Pool

The total dice pool used for the oration. If this entry is not listed, then the oration is more complicated than a single dice pool roll.

Avoid

If the effect of the oration can be avoided, the appropriate skill or trait is listed here.

Oration List

Orations that aren't links don't exist yet.

Basic Orations

These are basic orations that anyone can attempt. While an untrained character could attempt more advanced orations, such characters do not know enough to use just the word wording or pauses, and so - while such a character could use big lie, for instance - the lack of bite in her words or delivery reduces its effectiveness, such that it's roughly equivalent to one of the following orations.

Expose Flaw: You uncover a flaw in your opponent's logic.
Hint at Consequences: You use subtle threats to try to convince your opponent.
Humorous Jab: You bedevil your opponent with your wits.
Present Evidence: Counter an argument with hard facts.
Questionable Conclusion: You turn weak points into a seemingly-solid position.

Reality Check: Your facts interfere with your opponent's lies.
Sly Insinuations: Undermine an opponent that comments that border on insulting.

Advanced Orations

Some kinds of arguments can only be made by those with the training and knowledge to do so; while most can make basic arguments, only those trained in the ways of oration can really make use of more advanced oratory techniques.

Big Lie: You craft a lie about your opponent or their topic.
Build the Argument: You methodically establish each point of your argument.
Confidence: Restore an ally's confidence; negate fear and similar effects.
Dazzling Rhetoric: Using grand verbage, you paint a dazzling picture of your argument.
Distracting Patter: You make a series of quick and nonsensical points, confusing your opponent.

False Authority: You use your supposed knowledge of the topic to put your opponents back in their place.
Forceful Interrogation: You batter your opponent with questions, hoping to uncover a kernel of truth.
Gentle Persuasion: Using quiet, reasoned arguments, you cajole your opponent to your side of the argument.
Inspiration: Inspire your allies to greatness.
Invitation: Extend an invitation to a creature to join your cause.

Offer Compromise: You find a point of agreement and attempt to build off it.
Point of Order: Question your opponent's protocol or methodology.
Profound Conclusion: You make a firm point, impossible to argue with.
Regroup: Prepare your next set of arguments.
Shore Up Defenses: You anticipate objections, shoring up your position against them.

Smear Opponent: Attack your opponent's character directly.
Support Ally: You make a series of small points that buttress another character's arguments.
Tantrum: Yell, throw things, and hit nearby objects to make a point.
Threat: Make an explicit threat at your opponent.
 
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