Special Abilities:
Hold Up xX: X times per encounter, an Envoy may spend their speak action to attempt to stall another character. This ability can be used at any time, even if the envoy has not reached their turn yet. The Envoy rolls their personality with a +4 bonus and the target rolls their intelligence. If the envoy's roll is higher than the target, the target subtracts the difference from their initiative. This cannot lower a target's initiative below 1, but it can cause them to lose additional partial actions and drop them down the list when it comes to who takes their turn in what order. If the envoy fails to roll higher than their target, the attempt is still wasted.
Counter-Babble +X: An Envoy may spend their speak action to attempt to cover an opponent's speech with their own, disrupting their distraction attempts. By spending their speak action in such a fashion when any kind of distraction attempt is made, the target(s) of that distraction attempt gain a +X bonus to their rolls made to resist the distraction attempt.
Fast-talk xX: X times per encounter, but no more thaan once per round, an Envoy can use this ability to gain an additional speak action on their turn.
Speech Specialist +X: When a character first gains this ability, they may choose a type of distraction attempt. They gain a bonus of +X to that distraction attempt.
Spells XMP (Speech Magic): Envoys can cast spells with an MP cost up to X MP. These spells are directed at a single target and are restricted to a limited pool, but have invisible effects and must all be mentally resisted.
Restrictions: Envoys may only cast Sound, Entropy, or Mind-element spells, and may not summon.
Casting Cost: None. Envoys do not pay material costs for the spells they cast.
Alterations: All spells cast by an Envoy have their targets changed to 1, and the spell's range is equal to the Envoy's speech range (Personality stat times 5 feet). When boosting spells, the spell's target is always one, regardless of the boost's effect. In addition, the spell's oppose roll type is always changed to Personality.
Casting Actions/Stat/Skill: Envoy spells take a single speech action to use. Envoys use their Language skill with their Intelligence stat to make their spellcasting rolls.
Learning Spells: Envoys learn spells through a process of trial and error, refining a spell from a basic concept until it becomes easy enough for them to regularly cast. When an envoy casts a spell they have not yet perfected, they must spend an additional speak action or 5 more MP(this does not actually alter the cost of the spell, but the spell fails if the envoy does not pay it) and either way the difficulty of the spell is raised by a number depending on how close they are to perfecting the spell. The first time they attempt a spell(and every other time until they successfully cast it), the difficulty is +5. Every time the envoy successfully casts a spell during combat(and the target fails their oppose roll), the additional difficulty is lowered by 1. Once the additional difficulty is dropped to +0, the character is considered to have perfected the spell and no longer needs to spend the additional action or MP to cast that spell.