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== Spheres of Guile == Released in 2023, this system sets out to accomplish the one thing neither of its siblings did: utility to the more intrigue-based skills. While SoM absolutely did give utility to some skills, there were several others that could never have any use since they weren't used for any direct physical combat. Part of this also includes crafting plans via sphere talents only to reveal them once they come into use. Thankfully SoG comes with tons of new uses for all skills even for non-Operatives (the term for those using SoG) as well, so you don't need to spend talents to, say, pretend that you're injured. While the setup is very similar to that of SoM, rather than a binary state for Focus, Operatives gain a pool of Leverage they can spend for certain skill tricks. However, unlike something like SoP where this pool can only be refilled at the start of the day, Leverage can be refilled by using certain skills to accomplish specific actions. Of course, this also makes heavy use of the Background Skills rule since some of the spheres utilize special skills that would otherwise be useless. It also makes use of an expanded psychology system. The spheres present are as follows: *''Artifice'' - Lets you craft anything from art to dance to weapons. Some of these can just inspire those who see it while others are actual tools with special gifts to them. *''Bluster'' - All about bragging to catch enemies off-guard. *''Body Control'' - The most physical of spheres, as it involves focusing via meditation to gain special perks and then breaking it for other perks. *''Communication'' - Lets you use social tricks to befriend others, which can even include animals. *''Faction'' - Similar to the Leadership Sphere in SoM, except you're now explicitly part of a certain guild. Lets you spend requisition for services and favors. Several talents are split between its two packages, one giving you a lackey and the other giving you the ability to requisition better equipment. *''Herbalism'' - Gain a special knowledge of herbs and how to mix them together to make special drinks. *''Infiltration'' - Learn how to be extra sneeky, with a side of being able to pick locks better. *''Investigation'' - Lets you scan people and places to determine critical clues. *''Navigation'' - Gives your party the ability to withstand some of the perils you may face when traveling as well as being able to chart paths for situational advantages. *''Performance'' - ...name's right there. Gives your performances special properties, whether choreographed, sung, or played. *''Spellhacking'' - Gain free license to mod magical items or make them perform certain mishaps if they would otherwise go to waste. *''Study'' - The nerd sphere. Lets you perform any knowledge or lore checks as if they were trained and build up theories. Theories let you build up a pool of notions you can expend for situational advantages. *''Subterfuge'' - Gain the ability to make quick disguises and improve your pickpocketing. *''Survivalism'' - Split between either using the remains of enemies to craft special items or being able to dig up the ground beneath you for special trickery. *''Vocation'' - Similar to the Equipment sphere in SoM, this is how you give your traditions skill proficiencies as well as certain generic skill perks. {{PF-3PP-Classes}}
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