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# Armistice <small>(Level 5)</small>
>[!infobox]
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>|-----------------|:-:|
>|**Keywords**|*[Supernatural](Supernatural.md), [Affect](Affect.md), [Strategy](Strategy.md)*|
>|**Cost**|4 [APC](Action%20Point%20Cost.md)|
>|**Range**|50 ft.|
>|**Target**|All Creatures in Range|
The [Peacemaker](Peacemaker%20(Persuasion).md) makes an Armistice to all creatures within range. If a creature takes a hostile action before the start of the Peacemaker’s next turn, they are considered to have broken the Armistice.
- If an enemy breaks the Armistice, the Peacemaker is imbued with [Aided](Aided.md), [Reinforced](Reinforced.md), [Renewed](Renewed.md), [Surged](Surged.md) and [Prepared](Prepared.md); the Tiers of which are equal to the Peacemaker’s [Authority](Authority.md), [Presence](Presence.md) or [Sovereignty](Sovereignty.md).
- If an ally broke the Armistice, the Peacemaker is afflicted with [Staggered](Staggered.md) and [Stunned](Stunned.md), the Tiers of which are equal to the Peacemaker’s [Authority](Authority.md), [Presence](Presence.md) or [Sovereignty](Sovereignty.md).
- If no one breaks the Armistice, the Peacemaker attempts a Persuasion check. All creatures are healed an amount equal to the result of this roll.