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	<id>https://drakomere.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Skilfularcher</id>
	<title>Drakomere - User contributions [en]</title>
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	<updated>2026-09-27T06:33:56Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Envoy&amp;diff=4866</id>
		<title>Envoy</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Envoy&amp;diff=4866"/>
		<updated>2026-09-27T05:58:08Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Rousing Presence (Envoy Key) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Envoy =&lt;br /&gt;
You... Envoy?&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Discipline.&#039;&#039;&#039; If you choose Envoy as your starting path, gain a free skill rank in Discipline.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rousing Presence (Envoy Key) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a gesture, a facial expression, or a few scant words, you inspire others to excel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose an ally you can influence. They become Determined until they benefit from that condition or until the scene ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Envoy#Collected|Collected]] &amp;amp; [[Envoy#Steadfast Challenge|Steadfast Challenge]] ([[Leader#Diplomat|Diplomat]])&lt;br /&gt;
*[[Envoy#Customary Garb (Faithful)|Customary Garb]] &amp;amp; [[Envoy#Galvanize|Galvanize]] ([[Envoy#Faithful|Faithful]])&lt;br /&gt;
*[[Envoy#False Flattery|False Flattery]] &amp;amp; [[Envoy#This One&#039;s On Me|This One&#039;s On Me]] ([[Envoy#Grifter|Grifter]])&lt;br /&gt;
*[[Envoy#Practical Demonstration|Practical Demonstration]] &amp;amp; [[Envoy#Sound Advice|Sound Advice]] ([[Envoy#Mentor|Mentor]]&lt;br /&gt;
*[[Envoy#Standing Agreement|Standing Agreement]] &amp;amp; [[Envoy#Steadfast Challenge|Steadfast Challenge]] ([[Leader#Pactbroker|Pactbroker]])&lt;br /&gt;
*[[Envoy#Chin Up!|Chin Up!]] &amp;amp; [[Envoy#Risky Behavior|Risky Behavior]] ([[Leader#Troublemaker|Troublemaker]])&lt;br /&gt;
*[[Envoy#Instill Connection|Instill Connection]] &amp;amp; [[Envoy#Last Ditch|Last Ditch]] ([[Envoy#Signaler|Signaler]])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Diplomat ==&lt;br /&gt;
&lt;br /&gt;
== Faithful ==&lt;br /&gt;
&lt;br /&gt;
== Grifter ==&lt;br /&gt;
&lt;br /&gt;
== Mentor ==&lt;br /&gt;
&lt;br /&gt;
== Pactbroker ==&lt;br /&gt;
&lt;br /&gt;
== Troublemaker ==&lt;br /&gt;
&lt;br /&gt;
== Signaler ==&lt;br /&gt;
&lt;br /&gt;
=== Be Ready! ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 3+; [[Envoy#Personal Connection|Personal Connection]]&amp;lt;br&amp;gt;&lt;br /&gt;
or [[Envoy#Rapid Communications|Rapid Communications]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
When you use [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence]] on your turn, one target gains 1 Reaction.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you use [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence]], you can spend 2 focus to give either yourself or an additional target 1 Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cultural Savant ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Envoy#Customary Garb (Signaler)|Customary Garb]] or [[Envoy#Rapid Communications|Rapid Communications]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
Learn four Cultural expertises. You can postpone selecting any number of these expertises. If you do, you can allocate one to a culture the first time you interact&lt;br /&gt;
with it in the story.&amp;lt;br&amp;gt;&lt;br /&gt;
You can gain another Cultural expertise in this way as a reward or with downtime.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Envoy#Show Them Our Best|Show Them Our Best]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Customary Garb (Signaler) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a companion; [[Envoy#Lessons in Patience|Lessons in Patience]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve worn your uniform or traditional clothing for so long that it feels like a second skin, freeing your movements and granting you a deep well of confidence.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While wearing Presentable armor or appropriate clothing, increase your Physical and Spiritual defenses by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Envoy#Cultural Savant|Cultural Savant]], [[Envoy#Personal Connection|Personal Connection]], [[Envoy#Show Them Our Best|Show Them Our Best]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Instill Connection ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 1+; [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to coordinate yourself and any number of willing characters you can influence. You all become connected until end of scene. Characters you make connected gain the Lean on Me ability.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lean on Me (Reaction):&#039;&#039;&#039; Spend 1+ focus to reduce the focus an ally you can influence loses or spends by the same amount.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Envoy#Customary Garb (Signaler)|Customary Garb]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Last Ditch ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
Determined allies you can influence are also Focused, as long as they have 0 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Envoy#Rapid Communications|Rapid Communications]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Personal Connection ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 1+; [[Envoy#Customary Garb (Signaler)|Customary Garb]] or [[Envoy#Rapid Communications|Rapid Communications]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
When you finish a long rest, become connected with a character you spent time with. You both increase your focus maximum by 1. While in the same scene, you both recover twice as much health from the recovery die. These benefits last until either of you end them as a free action or connect in this way again.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Envoy#Be Ready!|Be Ready!]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rapid Communications ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Envoy#Last Ditch|Last Ditch]]&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to target an additional ally with [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence]] or to use it as a Free Action. Spend 3 focus to do both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Envoy#Be Ready!|Be Ready!]], [[Envoy#Cultural Savant|Cultural Savant]], [[Envoy#Personal Connection|Personal Connection]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Show Them Our Best ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Envoy#Cultural Savant|Cultural Savant]] or [[Envoy#Customary Garb (Signaler)|Customary Garb]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to add an Opportunity to the test of an ally you can influence.&amp;lt;br&amp;gt;&lt;br /&gt;
On a hit or graze with an attack, you must spend this Opportunity to add 4 + tier damage.&amp;lt;br&amp;gt;&lt;br /&gt;
In a conversation or endeavor, you can use this once per round as an additional contribution.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Envoy&amp;diff=4865</id>
		<title>Envoy</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Envoy&amp;diff=4865"/>
		<updated>2026-09-27T05:56:36Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: Created page with &amp;quot;= Envoy = You... Envoy?&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Starting Skill: Discipline.&amp;#039;&amp;#039;&amp;#039; If you choose Envoy as your starting path, gain a free skill rank in Discipline.&amp;lt;br&amp;gt;  === Rousing Presence (Envoy Key) === &amp;#039;&amp;#039;&amp;#039;Prerequisite:&amp;#039;&amp;#039;&amp;#039; None.&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Activation:&amp;#039;&amp;#039;&amp;#039; 1 Action&amp;lt;br&amp;gt; &amp;#039;&amp;#039;With a gesture, a facial expression, or a few scant words, you inspire others to excel.&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Choose an ally you can influence. They become Determined until they benefit from that condition or until the scene ends.&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Leads...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Envoy =&lt;br /&gt;
You... Envoy?&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Discipline.&#039;&#039;&#039; If you choose Envoy as your starting path, gain a free skill rank in Discipline.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rousing Presence (Envoy Key) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a gesture, a facial expression, or a few scant words, you inspire others to excel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose an ally you can influence. They become Determined until they benefit from that condition or until the scene ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Envoy#Collected|Collected]] &amp;amp; [[Envoy#Steadfast Challenge|Steadfast Challenge]] ([[Leader#Diplomat|Diplomat]])&lt;br /&gt;
*[[Envoy#Customary Garb (Faithful)|Customary Garb]] &amp;amp; [[Envoy#Galvanize|Galvanize]] ([[Envoy#Faithful|Faithful]])&lt;br /&gt;
*[[Envoy#False Flattery|False Flattery]] &amp;amp; [[Envoy#This One&#039;s On Me|This One&#039;s On Me]] ([[Envoy#Grifter|Grifter]])&lt;br /&gt;
*[[Envoy#Practical Demonstration|Practical Demonstration]] &amp;amp; [[Envoy#Sound Advice|Sound Advice]] ([[Envoy#Mentor|Mentor]]&lt;br /&gt;
*[[Envoy#Standing Agreement|Standing Agreement]] &amp;amp; [[Envoy|Steadfast Challenge|Steadfast Challenge]] ([[Leader#Pactbroker|Pactbroker]])&lt;br /&gt;
*[[Envoy#Chin Up!|Chin Up!]] &amp;amp; [[Envoy#Risky Behavior|Risky Behavior]] ([[Leader#Troublemaker|Troublemaker]])&lt;br /&gt;
*[[Envoy#Instill Connection|Instill Connection]] &amp;amp; [[Envoy#Last Ditch|Last Ditch]] ([[Envoy#Signaler|Signaler]])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Diplomat ==&lt;br /&gt;
&lt;br /&gt;
== Faithful ==&lt;br /&gt;
&lt;br /&gt;
== Grifter ==&lt;br /&gt;
&lt;br /&gt;
== Mentor ==&lt;br /&gt;
&lt;br /&gt;
== Pactbroker ==&lt;br /&gt;
&lt;br /&gt;
== Troublemaker ==&lt;br /&gt;
&lt;br /&gt;
== Signaler ==&lt;br /&gt;
&lt;br /&gt;
=== Be Ready! ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 3+; [[Envoy#Personal Connection|Personal Connection]]&amp;lt;br&amp;gt;&lt;br /&gt;
or [[Envoy#Rapid Communications|Rapid Communications]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
When you use [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence]] on your turn, one target gains 1 Reaction.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you use [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence]], you can spend 2 focus to give either yourself or an additional target 1 Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cultural Savant ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Envoy#Customary Garb (Signaler)|Customary Garb]] or [[Envoy#Rapid Communications|Rapid Communications]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
Learn four Cultural expertises. You can postpone selecting any number of these expertises. If you do, you can allocate one to a culture the first time you interact&lt;br /&gt;
with it in the story.&amp;lt;br&amp;gt;&lt;br /&gt;
You can gain another Cultural expertise in this way as a reward or with downtime.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Envoy#Show Them Our Best|Show Them Our Best]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Customary Garb (Signaler) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a companion; [[Envoy#Lessons in Patience|Lessons in Patience]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve worn your uniform or traditional clothing for so long that it feels like a second skin, freeing your movements and granting you a deep well of confidence.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While wearing Presentable armor or appropriate clothing, increase your Physical and Spiritual defenses by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Envoy#Cultural Savant|Cultural Savant]], [[Envoy#Personal Connection|Personal Connection]], [[Envoy#Show Them Our Best|Show Them Our Best]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Instill Connection ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 1+; [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to coordinate yourself and any number of willing characters you can influence. You all become connected until end of scene. Characters you make connected gain the Lean on Me ability.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lean on Me (Reaction):&#039;&#039;&#039; Spend 1+ focus to reduce the focus an ally you can influence loses or spends by the same amount.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Envoy#Customary Garb (Signaler)|Customary Garb]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Last Ditch ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
Determined allies you can influence are also Focused, as long as they have 0 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Envoy#Rapid Communications|Rapid Communications]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Personal Connection ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 1+; [[Envoy#Customary Garb (Signaler)|Customary Garb]] or [[Envoy#Rapid Communications|Rapid Communications]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
When you finish a long rest, become connected with a character you spent time with. You both increase your focus maximum by 1. While in the same scene, you both recover twice as much health from the recovery die. These benefits last until either of you end them as a free action or connect in this way again.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Envoy#Be Ready!|Be Ready!]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rapid Communications ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Envoy#Last Ditch|Last Ditch]]&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to target an additional ally with [[Envoy#Rousing Presence (Envoy Key)|Rousing Presence]] or to use it as a Free Action. Spend 3 focus to do both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Envoy#Be Ready!|Be Ready!]], [[Envoy#Cultural Savant|Cultural Savant]], [[Envoy#Personal Connection|Personal Connection]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Show Them Our Best ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Envoy#Cultural Savant|Cultural Savant]] or [[Envoy#Customary Garb (Signaler)|Customary Garb]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to add an Opportunity to the test of an ally you can influence.&amp;lt;br&amp;gt;&lt;br /&gt;
On a hit or graze with an attack, you must spend this Opportunity to add 4 + tier damage.&amp;lt;br&amp;gt;&lt;br /&gt;
In a conversation or endeavor, you can use this once per round as an additional contribution.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Leader&amp;diff=4864</id>
		<title>Leader</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Leader&amp;diff=4864"/>
		<updated>2026-09-27T05:25:54Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Compel Concession */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Leader =&lt;br /&gt;
You lead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Leadership.&#039;&#039;&#039; If you choose Leader as your starting path, gain a free skill rank in Leadership.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Decisive Command (Leader Key) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your voice carries the certainty of steel and your tactical acumen is renowned. This battle-won wisdom benefits those who listen.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, gain a command die, which begins as a d4.&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to choose an ally you can influence within 20 feet of you. The next time they make a test before the end of their next turn, they can roll your command die along with the other dice for that test. After rolling, they can choose one die roll from that test, other than the plot die, and add the command die to&lt;br /&gt;
that roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Some Leader talents allow you to use your command die in other ways; you can do so even if an ally currently has a command die from you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Leader#Biting Remarks|Biting Remarks]] &amp;amp; [[Leader#Well Dressed|Well Dressed]] ([[Leader#Bard|Bard]])&lt;br /&gt;
*[[Leader#Composed (Beacon)|Composed]] &amp;amp; [[Leader#Stand Together|Stand Together]] ([[Leader#Beacon|Beacon]])&lt;br /&gt;
*[[Leader#Combat Coordination|Combat Coordination]] &amp;amp; [[Leader#Valiant Intervention|Valiant Intervention]] ([[Leader#Champion|Champion]])&lt;br /&gt;
*[[Leader#Calculated Maneuver|Calculated Maneuver]] &amp;amp; [[Leader#Through the Fray (Commandant)|Through the Fray]] ([[Leader#Commandant|Commandant]])&lt;br /&gt;
*[[Leader#Master Plan|Master Plan]] &amp;amp; [[Leader#Composed (Mastermind)|Composed]] ([[Leader#Mastermind|Mastermind]])&lt;br /&gt;
*[[Leader#Composed (Officer)|Composed]] &amp;amp; [[Leader#Through the Fray (Officer)|Through the Fray]] ([[Leader#Officer|Officer]])&lt;br /&gt;
*[[Leader#Cutthroat Tactics|Cutthroat Tactics]] &amp;amp; [[Leader#Tactical Ploy|Tactical Ploy]] ([[Leader#Politico|Politico]])&lt;br /&gt;
&lt;br /&gt;
== Bard ==&lt;br /&gt;
&lt;br /&gt;
== Beacon ==&lt;br /&gt;
&lt;br /&gt;
=== Authority ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lead an organization or have a patron who&lt;br /&gt;
grants you authority over others; [[Leader#Considerate Command|Considerate Command]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your command experience helps you coordinate larger groups across greater distances.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Leader talents that affect allies now have double the range (if they had one) and can affect up to twice as many allies as usual.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Composed (Beacon) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Through practiced composure, you push your limits without becoming distracted or losing track of threats.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current focus increase by a number equal to your tier. When your tier increases by 1, your maximum and current focus do as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Keep Going!|Keep Going!]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Considerate Command ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Let Me Handle This|Let Me Handle This]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make an Insight, Leadership, or Persuasion test, you can spend 1 focus to roll your command die and add the result to your d20 roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, increase the size of your command die by one size (such as from a d4 to a d6).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Authority|Authority]], [[Leader#Hold Your Ground|Hold Your Ground]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hold Your Guard ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Persuasion 2+; [[Leader#Considerate Command|Considerate Command]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
Make an inspirational speech to a number of allies you can influence up to your ranks in Leadership. Until the end of the round, they can take the Recover action as a Free Action instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Keep Going! ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Composed (Beacon)|Composed]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
When a willing ally you can sense or influence gains a Condition that has not been caused by an injury, you can use this reaction to not gain the condition.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, at the beginning of combat and at the start of each of your turns, you gain an additional Reaction, which you can use only for this talent’s effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Let Me Handle This ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Persuasion 1+; [[Leader#Stand Together|Stand Together]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
While you&#039;re a member or leader of an organization, its scale increases by 1. At 5, you gain your organization&#039;s benefits twice as often.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Considerate Command|Considerate Command]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stand Together ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 1+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of the round, spend 1 focus to roll your command die. You can distribute its results to other player’s tests until the die is spent. You decide where points are allocated. Unused points do not carry over.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Let Me Handle This|Let Me Handle This]], [[Leader#There&#039;s Another Way|There&#039;s Another Way]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== There&#039;s Another Way ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Persuasion 1+; [[Leader#Stand Together|Stand Together]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, when you or an ally make a test related to an endeavor, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Champion ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Coordination ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You lead through action, bolstering your allies with the momentum of your blows.&amp;lt;br&amp;gt;&lt;br /&gt;
After you use the Strike action, use Decisive Command as a Free Action. If your Strike didn’t hit, you also don’t have to spend the usual focus for Decisive Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Imposing Posture|Imposing Posture]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Demonstrative Command ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Resolute Stand|Resolute Stand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You set an example from the front, applying your advice to your own actions.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make an Athletics, Agility, or Leadership test, you can spend 1 focus to roll your command die and add the result to your d20 roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, increase the size of your command die by one size (such as from a d4 to a d6).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Valiant Intervention|Valiant Intervention]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Resolute Command|Resolute Command]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Imposing Posture ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Leader#Combat Coordination|Combat Coordination]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;On and off the battlefield, your powerful physique sends a clear message to your foes.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an enemy resists your influence while within your weapon’s reach, they become Disoriented until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Mighty|Mighty]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mighty ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Imposing Posture|Imposing Posture]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You deliver your swings, punches, and kicks with practiced efficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit with a weapon or unarmed attack, for each you used on that attack’s action, increase the damage you deal by 1 + your tier. For example, if you’re level 6 and you make an attack that costs , each deals an extra 1 + 2 damage, for a total of 6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resilient Hero ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 3+; [[Leader#Resolute|Resolute Stand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You summon your last reserves and press forward despite grievous wounds.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, before you are reduced to 0 health, you can use this reaction to instead change your health to equal your Athletics modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resolute Stand ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 1+; [[Leader#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You project resolve, and even powerful groups of opponents find it hard to focus their attention elsewhere.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your [[Leader#Valiant Intervention|Valiant Intervention]], you can spend focus up to your ranks in Leadership to target that many additional characters.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, after you affect a target with Valiant Intervention, they can’t make Reactive Strikes against your allies until the end of that target’s next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Demonstrative Command|Demonstrative Command]], [[Leader#Resilient Hero|Resilient Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Valiant Intervention ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 1+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You dauntlessly approach your opposition, daring them to ignore you at their peril.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to move up to 10 feet, then make an Athletics test against the Spiritual defense of an enemy you can influence. On a success, they gain a disadvantage on tests against your allies until the end of the target’s next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
A target can resist this influence, but after they do, you gain an advantage on your next test against them until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Commandant ==&lt;br /&gt;
=== Baleful (Commandant) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Compel Concession|Compel Concession]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a severe stare, you crack the resolve of all but the most composed adversaries.&#039;&#039;&lt;br /&gt;
To resist your influence, a character must spend additional focus equal to your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Calculated Maneuver ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 1+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
When you succeed on a test to Gain Advantage with a Mental skill, you can become Determined instead of gaining the advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Compel Concession|Compel Concession]], [[Leader#Unyielding Determination|Unyielding Determination]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Compel Concession ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 2+; [[Leader#Calculated Maneuver|Calculated Maneuver]] &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
When a character resists your influence, if you are Determined, you can end that condition to gain an Opportunity.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Baleful (Commandant)|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Customary Garb ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Through the Fray (Commandant)|Through the Fray]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve worn your uniform or traditional clothing for so long that it feels like a second skin, freeing your movements and granting you a deep well of confidence.&amp;lt;br&amp;gt;&lt;br /&gt;
While you’re visibly wearing Presentable armor or clothing appropriate for your station, your Physical and Spiritual defenses increase by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Resolute Command|Resolute Command]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Echoing Command ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 3+; [[Leader#Resolute Command|Resolute Command]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;bR&amp;gt;&lt;br /&gt;
After you make a test on your turn that includes your command die, you can use [[Leader#Decisive Command (Leader Key)|Decisive Command]] without spending an Action. That target can immediately Brace or Recover as a free action. If your test failed, you also don&#039;t spend focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resolute Command ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Customary Garb|Customary Garb]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make an Discipline, Intimidation, or Leadership test, you can spend 1 focus to roll your command die and add the result to your d20 roll. Additionally, when you acquire this talent, increase the size of your command die by one size (such as from a d4 to a d6).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Through the Fray (Commandant) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Persuasion 1+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You skillfully spot opportunities to gain the upper hand, coordinating with your allies as they spring into action.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose an ally you can influence within 20 feet of you. Before the end of your turn, they can use the Disengage or Gain Advantage action as a Reaction.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Customary Garb|Customary Garb]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unyielding Determination ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 2+; [[Leader#Calculated Maneuver|Calculated Maneuver]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
When you are Determined, you can end that condition and choose one:&amp;lt;br&amp;gt;&lt;br /&gt;
*Become Focused until the end of the scene.&lt;br /&gt;
*Spend 2 focus and an ally you can influence rolls your command die, recovering that much health plus your ranks in Discipline.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mastermind ==&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
&lt;br /&gt;
== Politico ==&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Leader&amp;diff=4863</id>
		<title>Leader</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Leader&amp;diff=4863"/>
		<updated>2026-09-27T05:25:38Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Leader */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Leader =&lt;br /&gt;
You lead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Leadership.&#039;&#039;&#039; If you choose Leader as your starting path, gain a free skill rank in Leadership.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Decisive Command (Leader Key) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your voice carries the certainty of steel and your tactical acumen is renowned. This battle-won wisdom benefits those who listen.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, gain a command die, which begins as a d4.&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to choose an ally you can influence within 20 feet of you. The next time they make a test before the end of their next turn, they can roll your command die along with the other dice for that test. After rolling, they can choose one die roll from that test, other than the plot die, and add the command die to&lt;br /&gt;
that roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Some Leader talents allow you to use your command die in other ways; you can do so even if an ally currently has a command die from you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Leader#Biting Remarks|Biting Remarks]] &amp;amp; [[Leader#Well Dressed|Well Dressed]] ([[Leader#Bard|Bard]])&lt;br /&gt;
*[[Leader#Composed (Beacon)|Composed]] &amp;amp; [[Leader#Stand Together|Stand Together]] ([[Leader#Beacon|Beacon]])&lt;br /&gt;
*[[Leader#Combat Coordination|Combat Coordination]] &amp;amp; [[Leader#Valiant Intervention|Valiant Intervention]] ([[Leader#Champion|Champion]])&lt;br /&gt;
*[[Leader#Calculated Maneuver|Calculated Maneuver]] &amp;amp; [[Leader#Through the Fray (Commandant)|Through the Fray]] ([[Leader#Commandant|Commandant]])&lt;br /&gt;
*[[Leader#Master Plan|Master Plan]] &amp;amp; [[Leader#Composed (Mastermind)|Composed]] ([[Leader#Mastermind|Mastermind]])&lt;br /&gt;
*[[Leader#Composed (Officer)|Composed]] &amp;amp; [[Leader#Through the Fray (Officer)|Through the Fray]] ([[Leader#Officer|Officer]])&lt;br /&gt;
*[[Leader#Cutthroat Tactics|Cutthroat Tactics]] &amp;amp; [[Leader#Tactical Ploy|Tactical Ploy]] ([[Leader#Politico|Politico]])&lt;br /&gt;
&lt;br /&gt;
== Bard ==&lt;br /&gt;
&lt;br /&gt;
== Beacon ==&lt;br /&gt;
&lt;br /&gt;
=== Authority ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lead an organization or have a patron who&lt;br /&gt;
grants you authority over others; [[Leader#Considerate Command|Considerate Command]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your command experience helps you coordinate larger groups across greater distances.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Leader talents that affect allies now have double the range (if they had one) and can affect up to twice as many allies as usual.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Composed (Beacon) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Through practiced composure, you push your limits without becoming distracted or losing track of threats.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current focus increase by a number equal to your tier. When your tier increases by 1, your maximum and current focus do as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Keep Going!|Keep Going!]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Considerate Command ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Let Me Handle This|Let Me Handle This]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make an Insight, Leadership, or Persuasion test, you can spend 1 focus to roll your command die and add the result to your d20 roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, increase the size of your command die by one size (such as from a d4 to a d6).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Authority|Authority]], [[Leader#Hold Your Ground|Hold Your Ground]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hold Your Guard ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Persuasion 2+; [[Leader#Considerate Command|Considerate Command]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
Make an inspirational speech to a number of allies you can influence up to your ranks in Leadership. Until the end of the round, they can take the Recover action as a Free Action instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Keep Going! ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Composed (Beacon)|Composed]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
When a willing ally you can sense or influence gains a Condition that has not been caused by an injury, you can use this reaction to not gain the condition.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, at the beginning of combat and at the start of each of your turns, you gain an additional Reaction, which you can use only for this talent’s effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Let Me Handle This ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Persuasion 1+; [[Leader#Stand Together|Stand Together]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
While you&#039;re a member or leader of an organization, its scale increases by 1. At 5, you gain your organization&#039;s benefits twice as often.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Considerate Command|Considerate Command]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stand Together ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 1+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of the round, spend 1 focus to roll your command die. You can distribute its results to other player’s tests until the die is spent. You decide where points are allocated. Unused points do not carry over.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Let Me Handle This|Let Me Handle This]], [[Leader#There&#039;s Another Way|There&#039;s Another Way]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== There&#039;s Another Way ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Persuasion 1+; [[Leader#Stand Together|Stand Together]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, when you or an ally make a test related to an endeavor, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Champion ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Coordination ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You lead through action, bolstering your allies with the momentum of your blows.&amp;lt;br&amp;gt;&lt;br /&gt;
After you use the Strike action, use Decisive Command as a Free Action. If your Strike didn’t hit, you also don’t have to spend the usual focus for Decisive Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Imposing Posture|Imposing Posture]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Demonstrative Command ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Resolute Stand|Resolute Stand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You set an example from the front, applying your advice to your own actions.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make an Athletics, Agility, or Leadership test, you can spend 1 focus to roll your command die and add the result to your d20 roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, increase the size of your command die by one size (such as from a d4 to a d6).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Valiant Intervention|Valiant Intervention]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Resolute Command|Resolute Command]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Imposing Posture ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Leader#Combat Coordination|Combat Coordination]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;On and off the battlefield, your powerful physique sends a clear message to your foes.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an enemy resists your influence while within your weapon’s reach, they become Disoriented until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Mighty|Mighty]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mighty ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Imposing Posture|Imposing Posture]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You deliver your swings, punches, and kicks with practiced efficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit with a weapon or unarmed attack, for each you used on that attack’s action, increase the damage you deal by 1 + your tier. For example, if you’re level 6 and you make an attack that costs , each deals an extra 1 + 2 damage, for a total of 6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resilient Hero ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 3+; [[Leader#Resolute|Resolute Stand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You summon your last reserves and press forward despite grievous wounds.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, before you are reduced to 0 health, you can use this reaction to instead change your health to equal your Athletics modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resolute Stand ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 1+; [[Leader#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You project resolve, and even powerful groups of opponents find it hard to focus their attention elsewhere.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your [[Leader#Valiant Intervention|Valiant Intervention]], you can spend focus up to your ranks in Leadership to target that many additional characters.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, after you affect a target with Valiant Intervention, they can’t make Reactive Strikes against your allies until the end of that target’s next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Demonstrative Command|Demonstrative Command]], [[Leader#Resilient Hero|Resilient Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Valiant Intervention ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 1+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You dauntlessly approach your opposition, daring them to ignore you at their peril.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to move up to 10 feet, then make an Athletics test against the Spiritual defense of an enemy you can influence. On a success, they gain a disadvantage on tests against your allies until the end of the target’s next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
A target can resist this influence, but after they do, you gain an advantage on your next test against them until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Commandant ==&lt;br /&gt;
=== Baleful (Commandant) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Compel Concession|Compel Concession]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a severe stare, you crack the resolve of all but the most composed adversaries.&#039;&#039;&lt;br /&gt;
To resist your influence, a character must spend additional focus equal to your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Calculated Maneuver ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 1+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
When you succeed on a test to Gain Advantage with a Mental skill, you can become Determined instead of gaining the advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Compel Concession|Compel Concession]], [[Leader#Unyielding Determination|Unyielding Determination]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Compel Concession ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 2+; [[Leader#Calculated Maneuver|Calculated Maneuver] &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
When a character resists your influence, if you are Determined, you can end that condition to gain an Opportunity.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Baleful (Commandant)|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Customary Garb ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Through the Fray (Commandant)|Through the Fray]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve worn your uniform or traditional clothing for so long that it feels like a second skin, freeing your movements and granting you a deep well of confidence.&amp;lt;br&amp;gt;&lt;br /&gt;
While you’re visibly wearing Presentable armor or clothing appropriate for your station, your Physical and Spiritual defenses increase by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Resolute Command|Resolute Command]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Echoing Command ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 3+; [[Leader#Resolute Command|Resolute Command]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;bR&amp;gt;&lt;br /&gt;
After you make a test on your turn that includes your command die, you can use [[Leader#Decisive Command (Leader Key)|Decisive Command]] without spending an Action. That target can immediately Brace or Recover as a free action. If your test failed, you also don&#039;t spend focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resolute Command ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Customary Garb|Customary Garb]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make an Discipline, Intimidation, or Leadership test, you can spend 1 focus to roll your command die and add the result to your d20 roll. Additionally, when you acquire this talent, increase the size of your command die by one size (such as from a d4 to a d6).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Through the Fray (Commandant) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Persuasion 1+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You skillfully spot opportunities to gain the upper hand, coordinating with your allies as they spring into action.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose an ally you can influence within 20 feet of you. Before the end of your turn, they can use the Disengage or Gain Advantage action as a Reaction.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Customary Garb|Customary Garb]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unyielding Determination ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 2+; [[Leader#Calculated Maneuver|Calculated Maneuver]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
When you are Determined, you can end that condition and choose one:&amp;lt;br&amp;gt;&lt;br /&gt;
*Become Focused until the end of the scene.&lt;br /&gt;
*Spend 2 focus and an ally you can influence rolls your command die, recovering that much health plus your ranks in Discipline.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mastermind ==&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
&lt;br /&gt;
== Politico ==&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Scholar&amp;diff=4862</id>
		<title>Scholar</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Scholar&amp;diff=4862"/>
		<updated>2026-09-27T05:12:39Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Composed (Strategist) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Scholar =&lt;br /&gt;
Ever chasing the next discovery, Scholars balance the confidence to pursue their ideas alongside the humility to pivot when needed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Lore.&#039;&#039;&#039; If you choose Scholar as your starting path, gain a free skill rank in Lore.&lt;br /&gt;
&lt;br /&gt;
=== Erudition (Scholar Talent) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&lt;br /&gt;
&#039;&#039;You’ve conditioned your mind to quickly assimilate, archive, and recall information. After a brief but intensive study, you can navigate your newest areas of focus with&lt;br /&gt;
impressive proficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you become adroit at men­tal organization. Choose one cultural or utility exper­tise you don’t already have, and choose two different cognitive skills that aren’t Resonant skills.&amp;lt;br&amp;gt;&lt;br /&gt;
When you make a test, you count as having the chosen expertise, and you count as having one additional rank of each of the chosen skills.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this talent to gain skill ranks even if they exceed your usual maximum for skill ranks. This talent’s expertise and skill ranks are temporary and don’t count&lt;br /&gt;
toward prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
After a long rest during which you had access to a library, you can reassign any expertises and skill ranks granted by this talent. Follow the same rules to choose them as you did when you gained this talent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Scholar#Efficient Engineer|Efficient Engineer]] &amp;amp; [[Scholar#Narrative Expert|Narrative Expert]] ([[Scholar#Archaeologist|Archaeologist]])&lt;br /&gt;
*[[Scholar#Heavy Adjustment|Heavy Adjustment]] &amp;amp; [[Scholar#Proficient Operator (Inventor|Proficient Operator]] ([[Scholar#Inventor|Inventor]])&lt;br /&gt;
*[[Scholar#Mind and Body|Mind and Body]] &amp;amp; [[Scholar#Strategize|Strategize]] ([[Scholar#Strategist|Strategist]])&lt;br /&gt;
*[[Scholar#Emotional Intelligence|Emotional Intelligence]] &amp;amp; [[Scholar#Field Medicine|Field Medicine]] ([[Scholar#Surgeon|Surgeon]])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Archaeologist ==&lt;br /&gt;
&lt;br /&gt;
=== Deep Study (Archaeologist) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Narrative Expert|Narrative Expert]] or [[Scholar#Proficient Operator (Archaeologist)|Proficient Operator]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Driven by academic inquiry, you love nothing more than getting lost in an archive of books, scrolls, and dusty secrets.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your Erudition talent grants you one additional cultural or utility expertise, and it grants you two additional cognitive skills that aren’t resonance skills. You can reassign these in the same way as the others you gained from that talent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Mind of the Ancients|Mind of the Ancients]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Efficient Engineer ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Solid work begins with practice and fundamentals like measuring twice before each cut. You’ve put in the hours, sweat, tears, and occasional blood to learn the basic tricks of the tinkerer’s trade.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, gain a utility expertise in Armor Crafting, Equipment Crafting, or Weapon Crafting.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain a tier 1 Trinket, such as a cannon.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you attempt to craft an item or invent a trinket (see “Crafting”, your&lt;br /&gt;
Opportunity range on those tests expands by 2, and any cost to acquire raw materials is reduced by half.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Proficient Operator (Archaeologist)|Proficient Operator]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fine Handiwork ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Efficient Engineer|Efficient Engineer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your dedication to quality and love for innovation ensure that your designs stand out from the crowd.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you craft an item or invent a Trinket, you can spend one upgrade to apply an advanced feature, instead of spending two upgrades. You can only benefit from this talent once per item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Overwhelm with Details|Overwhelm with Details]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mind of the Ancients ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Deep Study (Archaeologist)|Deep Study]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 focus to give yourself the Determined condition and raise the stakes on your next test with either Intellect or Willpower.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Visions of Time|Visions of Time]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Narrative Expert ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 focus to give yourself an advantage on your next Insight or Deduction test.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Deep Study (Archaeologist)|Deep Study]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Overwhelm with Details ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Fine Handiwork|Fine Handiwork]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When speaking about a topic you’re passionate about, you do so with unsurpassed authority and at unmatched length. The uninitiated can rarely withstand such a torrent of information without becoming lost amid the data.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to make a cognitive or spiritual test using your Lore modifier instead of the usual skill modifier for that test.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proficient Operator (Archaeologist) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Expert Engineer)|Expert Engineer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You easily complete tasks that would frazzle others while under pressure.&#039;&#039;&lt;br /&gt;
When you attempt a complex task under pressure, you don’t have to Use a Skill and succeed on a test if it’s a task you could reliably and quickly complete in a more relaxing situation. Instead, you can use the Interact action as if you weren’t acting under pressure.&amp;lt;br&amp;gt;&lt;br /&gt;
For example, you might Interact to accomplish one of the following tasks in a stressful situation:&amp;lt;br&amp;gt;&lt;br /&gt;
*Tie a complex knot.&lt;br /&gt;
*Write and pass a note.&lt;br /&gt;
*Operate a vehicle.&lt;br /&gt;
*Engage multiple buttons or levers.&lt;br /&gt;
*Look something up in a book.&lt;br /&gt;
*Count currency.&lt;br /&gt;
*Load delicate cargo.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM decides whether you can use this talent to meaningfully contribute to an endeavor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Deep Study (Archaeologist)|Deep Study]], [[Scholar#Fine Handiwork|Fine Handiwork]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Visions of Time ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 4+; [[Scholar#Mind of the Ancients|Mind of the Ancients]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You tap into the Khaagaazh present in the ground and air around you, accessing the memories and identity it holds.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After spending 10 minutes attuning yourself to a location, you can spend 3 focus to perceive everything that occurred within the area currently encompassed by your senses over the last 24 hours. Make a DC 20 Deduction test to make sense of the sudden influx of information. On a failure you become Overwhelmed and can understand only enough to contextualize information you already know.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Inventor ==&lt;br /&gt;
&lt;br /&gt;
=== Acute Scrutiny ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 2+; [[Scholar#Proficient Operator (Inventor|Proficient Operator]] or [[Scholar#Hasty Adjustment|Hasty Adjustment]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your expert eye quickly spots shoddy construction and malfunctions waiting to happen. Through misdirection or outright sabotage, you ensure misfortune strikes at the perfect moment.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a character you can sense attempts to use a non-Resonant object that either belongs to them or that was present at the start of the scene, you can use this reaction and spend 1 focus to make a Crafting test against that character’s Cognitive defense. On a success, the item is no longer functional; the GM determines what happens when it malfunctions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#It&#039;s In Here Somewhere|It&#039;s In Here Somewhere]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Detonation Expert ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Out of a Jam|Out of a Jam]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Danger doesn’t dampen your flair for dramatics, but it certainly keeps you quick on your feet. Nothing lights a fire under you like a fire under you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you start your turn within 30 feet of an undetonated explosive you can sense, you gain 1 Action, which you can use only to Interact with the explosive or to Disengage or Move away from it.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you make an attack test with dynamite, you can use Lore instead of Heavy Weaponry.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, when you acquire this talent, gain the Dynamite weapon expertise.&lt;br /&gt;
&lt;br /&gt;
=== Gunsmith ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 2+; [[Scholar#Proficient Operator (Inventor)|Proficient Operator]] or [[Scholar#Hasty Adjustment|Hasty Adjustment]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Crafting firearms with bells and whistles is a fickle art but one you have an affinity for.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make a test to craft an item, your Opportunity range on that test expands by 2, and any cost to acquire raw materials is reduced by half.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain the Munitions Crafting utility expertise, which you can use to invent firearms using prototype designs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Out of a Jam|Out of a Jam]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hasty Adjustment ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’re a master of improvisational mechanics, even when time is tight. Where others see rubbish, you see a treasure trove of possibilities.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make a Crafting test either to improvise a trap or similar device, or to alter or improve a tool or machine’s utility beyond what’s typically possible. You can combine components of another tool or machine you have to gain an advantage on this test. On a success, work with the GM to determine the new item’s effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, you learn to use the Survival skill to forage for scrap materials and spare parts while in an industrial area such as a city.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Acute Scrutiny|Acute Scrutiny]], [[Scholar#Gunsmith|Gunsmith]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== It’s in Here Somewhere ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 2+; [[Scholar#Acute Scrutiny|Acute Scrutiny]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 3 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your bag is full of random creations, but moments like this demonstrate exactly why you haul everything around.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You attempt to create an item that would be useful in this scene, either using materials you have on hand or common materials you have enough gold to purchase (as if you’d purchased them in an earlier scene). Make a Crafting test to determine whether you succeed; for most items, the DC for this test is 15, but if you’re using nonstandard materials, the DC is 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Out of a Jam ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 2+; [[Scholar#Gunsmith|Gunsmith]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Tending to firearms has become second nature. You coolly attend to weapon malfunctions without missing a beat.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After a weapon within your reach runs out of loaded ammunition or breaks, you can use this reaction and spend 1 focus to reload the weapon or make a Crafting test to repair it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Detonation Expert|Detonation Expert]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proficient Operator (Inventor) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You easily complete tasks that would frazzle others while under pressure.&#039;&#039;&lt;br /&gt;
When you attempt a complex task under pressure, you don’t have to Use a Skill and succeed on a test if it’s a task you could reliably and quickly complete in a more relaxing situation. Instead, you can use the Interact action as if you weren’t acting under pressure.&amp;lt;br&amp;gt;&lt;br /&gt;
For example, you might Interact to accomplish one of the following tasks in a stressful situation:&amp;lt;br&amp;gt;&lt;br /&gt;
*Tie a complex knot.&lt;br /&gt;
*Write and pass a note.&lt;br /&gt;
*Operate a vehicle.&lt;br /&gt;
*Engage multiple buttons or levers.&lt;br /&gt;
*Look something up in a book.&lt;br /&gt;
*Count currency.&lt;br /&gt;
*Load delicate cargo.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM decides whether you can use this talent to meaningfully contribute to an endeavor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Acute Scrutiny|Acute Scrutiny]], [[Scholar#Gunsmith|Gunsmith]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategist ==&lt;br /&gt;
&lt;br /&gt;
=== Composed ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Strategize|Strategize]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Through practiced composure, you push your limits without becoming distracted or losing track of threats.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current focus increase by a number equal to your tier. When your tier increases by 1, your maximum and current focus do as well &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Contingency|Contingency]], [[Scholar#Deep Contemplation|Deep Contemplation]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contingency ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Composed|Composed]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;History is strewn with the debris of those who failed to learn from the past. You’re determined not to join them, so you prepare for anything that might derail your plans.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an ally you can influence within 20 feet of you rolls a Complication, you can use this reaction and spend 2 focus to remove a Complication from their test.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Turning Point|Turning Point]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Deep Contemplation ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 2+; [[Scholar#Composed|Composed]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You methodically search your mental archives for facts and information to help resolve your current situation.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Reassign up to 2 of the skills and expertises gained from your [[Scholar#Erudition (Scholar Talent)|Erudition talent]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Keen Insight|Keen Insight]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Keen Insight ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Deep Contemplation|Deep Contemplation]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Everyone has weaknesses—and you have a knack for uncovering and exploiting them.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you succeed on a test to Gain Advantage, you exploit one of your target’s crucial traits, strengths, or flaws. Unless the target resists your influence, they gain a disadvantage on their next test during this encounter.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Know Your Moment ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 2+; [[Scholar#Mind and Body|Mind and Body]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Conflict follows its own beat, rising and falling as powers struggle for dominance. Your knowledge of strategy, rhetoric, and history guides you on when to act for greatest effect.&amp;lt;br&amp;gt;&lt;br /&gt;
After the beginning of each round, each of your defenses increases by 2 until the start of your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mind and Body ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You expand your intensive studies to include martial arts and fitness in addition to the cerebral arts.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your [[Scholar#Erudition (Scholar Talent)|Erudition talent]] grants you an additional skill, and you can use Erudition to choose physical skills that aren’t Resonant skills. Additionally, gain one weapon expertise of your choice.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Know Your Moment|Know Your Moment]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Strategize ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You carefully observe and assess your problem from novel angles, creating a cunning plan to remove an obstacle, gain the edge, or counter a foe’s next move.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you succeed on a test to Gain Advantage using a skill gained from your [[Scholar#Erudition (Scholar Talent)|Erudition talent]], you can choose an ally you can influence. That ally gains the benefits of your Gain Advantage action instead of you. When you use this talent, you can also spend 2 focus to prevent the target of your Gain Advantage from using reactions against the ally you chose until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Composed|Composed]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Turning Point ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Scholar#Contingency|Contingency]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&lt;br /&gt;
&#039;&#039;Battles often pivot on a single crucial moment. Through studying the history of warfare, you learn to identify such opportunities and gain the upper hand.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, you can spend 2 focus to find a weakness in an opposing group’s strategy. Make a Deduction test against the Cognitive defense of the top-ranking enemy leader in this scene; to target this leader, you must be able to sense them. If you took a slow turn, you gain an advantage on this test. On a success, you and your allies you can influence gain an additional action on your next turns.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Surgeon ==&lt;br /&gt;
&lt;br /&gt;
=== Anatomical Insight ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Field Medicine|Field Medicine]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your anatomical knowledge aids you in striking vital points to incapacitate enemies while minimizing permanent harm.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a target of your size or smaller with an unarmed attack, you can spend 1 focus or Opportunity to apply the Exhausted condition to your target. The penalty applied by this condition equals half your ranks in Medicine, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Applied Medicine ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 2+; [[Scholar#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
Activation: Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve studied chemistry, anatomy, social behavior, and much more. Thanks to this broad foundation, you practice the complex art of healing with flexibility and confidence.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cause a character to recover health, they recover additional health equal to your ranks in Lore.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Collected ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Emotional Intelligence|Emotional Intelligence]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You remain mindful of your immediate goals without losing sight of your deeper value, staying even-keeled amid chaos.&#039;&#039;&lt;br /&gt;
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Applied Medicine|Applied Medicine]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Emotional Intelligence ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hone your intuition and understanding of others, enabling you to spot easy-to-miss signs of hidden symptoms and complicated feelings.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your [[Scholar#Erudition (Scholar Talent)|Erudition talent]] grants you an additional skill, and you can use Erudition to choose spiritual skills that aren’t Resonant skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain a utility expertise in Diagnosis.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Field Medicine ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Medicine 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You treat a comrade’s minor wound by bandaging their wound, applying salves, or resetting a dislocated joint.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a DC 15 Medicine test to treat a conscious willing character within your reach, and roll the target’s recovery die as part of this test. You gain a&lt;br /&gt;
disadvantage if you’re treating yourself. On a success, your target recovers health equal to the result of their recovery die + your ranks in Medicine. On a failure, your target only recovers health equal to the result of their recovery die.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Anatomical Insight|Anatomical Insight]], [[Scholar#Swift Healer|Swift Healer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ongoing Care ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Swift Healer|Swift Healer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Medical care can be an arduous process that requires patience and periodic reassessment. You’ve studied the connection between physical and mental health, learning to support both on the long road to recovery.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can forgo the usual benefits of a short or long rest to instead spend that time treating an ally within your reach. After that rest, make a DC 10 Medicine test, increasing the difficulty by 5 for each injury the target has beyond the first. On a success, you remove a single condition or similar effect caused by one of the target’s injuries (but the injury itself remains until healed).&amp;lt;br&amp;gt;&lt;br /&gt;
A target can’t benefit from this talent more than once every 24 hours (or 1 day).&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Mental Health Care.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resuscitation ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Medicine 3+; [[Scholar#Swift Healer|Swift Healer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You efficiently treat a mortally wounded creature, seeking to pull them back from the brink by applying a tourniquet, administering an antidote, or even restarting failed organs.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your [[Scholar#Field Medicine|Field Medicine talent]] to attempt to resuscitate a fallen character. When you do, spend 3 focus (instead of 1) to target a character within your reach who is Unconscious or who died within a number of rounds equal to your ranks in Medicine.&amp;lt;br&amp;gt;&lt;br /&gt;
That talent’s test DC increases by 5 for each injury the target has beyond the first. On a failure, the target doesn’t recover health. On a success, the target recovers health as usual for that talent, and if they were dead, they return to life. If they were Unconscious, they can choose to remove that condition.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Swift Healer ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Medicine 2+; [[Scholar#Field Medicine|Field Medicine]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your practiced hands quickly dress wounds, even as the tides of battle ebb and flow around you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your [[Scholar#Field Medicine|Field Medicine]] as Free Action.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, you become more skilled in healing. When you use an ability that restores health to another character, they recover additional health equal to your ranks in Medicine.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Ongoing Care|Ongoing Care]], [[Scholar#Resuscitation|Resuscitation]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Scholar&amp;diff=4861</id>
		<title>Scholar</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Scholar&amp;diff=4861"/>
		<updated>2026-09-27T05:12:24Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Composed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Scholar =&lt;br /&gt;
Ever chasing the next discovery, Scholars balance the confidence to pursue their ideas alongside the humility to pivot when needed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Lore.&#039;&#039;&#039; If you choose Scholar as your starting path, gain a free skill rank in Lore.&lt;br /&gt;
&lt;br /&gt;
=== Erudition (Scholar Talent) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&lt;br /&gt;
&#039;&#039;You’ve conditioned your mind to quickly assimilate, archive, and recall information. After a brief but intensive study, you can navigate your newest areas of focus with&lt;br /&gt;
impressive proficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you become adroit at men­tal organization. Choose one cultural or utility exper­tise you don’t already have, and choose two different cognitive skills that aren’t Resonant skills.&amp;lt;br&amp;gt;&lt;br /&gt;
When you make a test, you count as having the chosen expertise, and you count as having one additional rank of each of the chosen skills.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this talent to gain skill ranks even if they exceed your usual maximum for skill ranks. This talent’s expertise and skill ranks are temporary and don’t count&lt;br /&gt;
toward prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
After a long rest during which you had access to a library, you can reassign any expertises and skill ranks granted by this talent. Follow the same rules to choose them as you did when you gained this talent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Scholar#Efficient Engineer|Efficient Engineer]] &amp;amp; [[Scholar#Narrative Expert|Narrative Expert]] ([[Scholar#Archaeologist|Archaeologist]])&lt;br /&gt;
*[[Scholar#Heavy Adjustment|Heavy Adjustment]] &amp;amp; [[Scholar#Proficient Operator (Inventor|Proficient Operator]] ([[Scholar#Inventor|Inventor]])&lt;br /&gt;
*[[Scholar#Mind and Body|Mind and Body]] &amp;amp; [[Scholar#Strategize|Strategize]] ([[Scholar#Strategist|Strategist]])&lt;br /&gt;
*[[Scholar#Emotional Intelligence|Emotional Intelligence]] &amp;amp; [[Scholar#Field Medicine|Field Medicine]] ([[Scholar#Surgeon|Surgeon]])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Archaeologist ==&lt;br /&gt;
&lt;br /&gt;
=== Deep Study (Archaeologist) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Narrative Expert|Narrative Expert]] or [[Scholar#Proficient Operator (Archaeologist)|Proficient Operator]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Driven by academic inquiry, you love nothing more than getting lost in an archive of books, scrolls, and dusty secrets.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your Erudition talent grants you one additional cultural or utility expertise, and it grants you two additional cognitive skills that aren’t resonance skills. You can reassign these in the same way as the others you gained from that talent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Mind of the Ancients|Mind of the Ancients]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Efficient Engineer ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Solid work begins with practice and fundamentals like measuring twice before each cut. You’ve put in the hours, sweat, tears, and occasional blood to learn the basic tricks of the tinkerer’s trade.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, gain a utility expertise in Armor Crafting, Equipment Crafting, or Weapon Crafting.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain a tier 1 Trinket, such as a cannon.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you attempt to craft an item or invent a trinket (see “Crafting”, your&lt;br /&gt;
Opportunity range on those tests expands by 2, and any cost to acquire raw materials is reduced by half.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Proficient Operator (Archaeologist)|Proficient Operator]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fine Handiwork ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Efficient Engineer|Efficient Engineer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your dedication to quality and love for innovation ensure that your designs stand out from the crowd.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you craft an item or invent a Trinket, you can spend one upgrade to apply an advanced feature, instead of spending two upgrades. You can only benefit from this talent once per item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Overwhelm with Details|Overwhelm with Details]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mind of the Ancients ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Deep Study (Archaeologist)|Deep Study]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 focus to give yourself the Determined condition and raise the stakes on your next test with either Intellect or Willpower.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Visions of Time|Visions of Time]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Narrative Expert ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 focus to give yourself an advantage on your next Insight or Deduction test.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Deep Study (Archaeologist)|Deep Study]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Overwhelm with Details ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Fine Handiwork|Fine Handiwork]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When speaking about a topic you’re passionate about, you do so with unsurpassed authority and at unmatched length. The uninitiated can rarely withstand such a torrent of information without becoming lost amid the data.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to make a cognitive or spiritual test using your Lore modifier instead of the usual skill modifier for that test.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proficient Operator (Archaeologist) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Expert Engineer)|Expert Engineer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You easily complete tasks that would frazzle others while under pressure.&#039;&#039;&lt;br /&gt;
When you attempt a complex task under pressure, you don’t have to Use a Skill and succeed on a test if it’s a task you could reliably and quickly complete in a more relaxing situation. Instead, you can use the Interact action as if you weren’t acting under pressure.&amp;lt;br&amp;gt;&lt;br /&gt;
For example, you might Interact to accomplish one of the following tasks in a stressful situation:&amp;lt;br&amp;gt;&lt;br /&gt;
*Tie a complex knot.&lt;br /&gt;
*Write and pass a note.&lt;br /&gt;
*Operate a vehicle.&lt;br /&gt;
*Engage multiple buttons or levers.&lt;br /&gt;
*Look something up in a book.&lt;br /&gt;
*Count currency.&lt;br /&gt;
*Load delicate cargo.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM decides whether you can use this talent to meaningfully contribute to an endeavor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Deep Study (Archaeologist)|Deep Study]], [[Scholar#Fine Handiwork|Fine Handiwork]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Visions of Time ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 4+; [[Scholar#Mind of the Ancients|Mind of the Ancients]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You tap into the Khaagaazh present in the ground and air around you, accessing the memories and identity it holds.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After spending 10 minutes attuning yourself to a location, you can spend 3 focus to perceive everything that occurred within the area currently encompassed by your senses over the last 24 hours. Make a DC 20 Deduction test to make sense of the sudden influx of information. On a failure you become Overwhelmed and can understand only enough to contextualize information you already know.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Inventor ==&lt;br /&gt;
&lt;br /&gt;
=== Acute Scrutiny ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 2+; [[Scholar#Proficient Operator (Inventor|Proficient Operator]] or [[Scholar#Hasty Adjustment|Hasty Adjustment]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your expert eye quickly spots shoddy construction and malfunctions waiting to happen. Through misdirection or outright sabotage, you ensure misfortune strikes at the perfect moment.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a character you can sense attempts to use a non-Resonant object that either belongs to them or that was present at the start of the scene, you can use this reaction and spend 1 focus to make a Crafting test against that character’s Cognitive defense. On a success, the item is no longer functional; the GM determines what happens when it malfunctions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#It&#039;s In Here Somewhere|It&#039;s In Here Somewhere]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Detonation Expert ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Out of a Jam|Out of a Jam]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Danger doesn’t dampen your flair for dramatics, but it certainly keeps you quick on your feet. Nothing lights a fire under you like a fire under you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you start your turn within 30 feet of an undetonated explosive you can sense, you gain 1 Action, which you can use only to Interact with the explosive or to Disengage or Move away from it.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you make an attack test with dynamite, you can use Lore instead of Heavy Weaponry.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, when you acquire this talent, gain the Dynamite weapon expertise.&lt;br /&gt;
&lt;br /&gt;
=== Gunsmith ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 2+; [[Scholar#Proficient Operator (Inventor)|Proficient Operator]] or [[Scholar#Hasty Adjustment|Hasty Adjustment]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Crafting firearms with bells and whistles is a fickle art but one you have an affinity for.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make a test to craft an item, your Opportunity range on that test expands by 2, and any cost to acquire raw materials is reduced by half.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain the Munitions Crafting utility expertise, which you can use to invent firearms using prototype designs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Out of a Jam|Out of a Jam]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hasty Adjustment ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’re a master of improvisational mechanics, even when time is tight. Where others see rubbish, you see a treasure trove of possibilities.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make a Crafting test either to improvise a trap or similar device, or to alter or improve a tool or machine’s utility beyond what’s typically possible. You can combine components of another tool or machine you have to gain an advantage on this test. On a success, work with the GM to determine the new item’s effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, you learn to use the Survival skill to forage for scrap materials and spare parts while in an industrial area such as a city.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Acute Scrutiny|Acute Scrutiny]], [[Scholar#Gunsmith|Gunsmith]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== It’s in Here Somewhere ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 2+; [[Scholar#Acute Scrutiny|Acute Scrutiny]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 3 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your bag is full of random creations, but moments like this demonstrate exactly why you haul everything around.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You attempt to create an item that would be useful in this scene, either using materials you have on hand or common materials you have enough gold to purchase (as if you’d purchased them in an earlier scene). Make a Crafting test to determine whether you succeed; for most items, the DC for this test is 15, but if you’re using nonstandard materials, the DC is 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Out of a Jam ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 2+; [[Scholar#Gunsmith|Gunsmith]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Tending to firearms has become second nature. You coolly attend to weapon malfunctions without missing a beat.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After a weapon within your reach runs out of loaded ammunition or breaks, you can use this reaction and spend 1 focus to reload the weapon or make a Crafting test to repair it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Detonation Expert|Detonation Expert]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proficient Operator (Inventor) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You easily complete tasks that would frazzle others while under pressure.&#039;&#039;&lt;br /&gt;
When you attempt a complex task under pressure, you don’t have to Use a Skill and succeed on a test if it’s a task you could reliably and quickly complete in a more relaxing situation. Instead, you can use the Interact action as if you weren’t acting under pressure.&amp;lt;br&amp;gt;&lt;br /&gt;
For example, you might Interact to accomplish one of the following tasks in a stressful situation:&amp;lt;br&amp;gt;&lt;br /&gt;
*Tie a complex knot.&lt;br /&gt;
*Write and pass a note.&lt;br /&gt;
*Operate a vehicle.&lt;br /&gt;
*Engage multiple buttons or levers.&lt;br /&gt;
*Look something up in a book.&lt;br /&gt;
*Count currency.&lt;br /&gt;
*Load delicate cargo.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM decides whether you can use this talent to meaningfully contribute to an endeavor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Acute Scrutiny|Acute Scrutiny]], [[Scholar#Gunsmith|Gunsmith]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategist ==&lt;br /&gt;
&lt;br /&gt;
=== Composed (Strategist) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Strategize|Strategize]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Through practiced composure, you push your limits without becoming distracted or losing track of threats.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current focus increase by a number equal to your tier. When your tier increases by 1, your maximum and current focus do as well &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Contingency|Contingency]], [[Scholar#Deep Contemplation|Deep Contemplation]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contingency ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Composed|Composed]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;History is strewn with the debris of those who failed to learn from the past. You’re determined not to join them, so you prepare for anything that might derail your plans.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an ally you can influence within 20 feet of you rolls a Complication, you can use this reaction and spend 2 focus to remove a Complication from their test.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Turning Point|Turning Point]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Deep Contemplation ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 2+; [[Scholar#Composed|Composed]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You methodically search your mental archives for facts and information to help resolve your current situation.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Reassign up to 2 of the skills and expertises gained from your [[Scholar#Erudition (Scholar Talent)|Erudition talent]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Keen Insight|Keen Insight]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Keen Insight ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Deep Contemplation|Deep Contemplation]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Everyone has weaknesses—and you have a knack for uncovering and exploiting them.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you succeed on a test to Gain Advantage, you exploit one of your target’s crucial traits, strengths, or flaws. Unless the target resists your influence, they gain a disadvantage on their next test during this encounter.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Know Your Moment ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 2+; [[Scholar#Mind and Body|Mind and Body]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Conflict follows its own beat, rising and falling as powers struggle for dominance. Your knowledge of strategy, rhetoric, and history guides you on when to act for greatest effect.&amp;lt;br&amp;gt;&lt;br /&gt;
After the beginning of each round, each of your defenses increases by 2 until the start of your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mind and Body ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You expand your intensive studies to include martial arts and fitness in addition to the cerebral arts.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your [[Scholar#Erudition (Scholar Talent)|Erudition talent]] grants you an additional skill, and you can use Erudition to choose physical skills that aren’t Resonant skills. Additionally, gain one weapon expertise of your choice.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Know Your Moment|Know Your Moment]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Strategize ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You carefully observe and assess your problem from novel angles, creating a cunning plan to remove an obstacle, gain the edge, or counter a foe’s next move.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you succeed on a test to Gain Advantage using a skill gained from your [[Scholar#Erudition (Scholar Talent)|Erudition talent]], you can choose an ally you can influence. That ally gains the benefits of your Gain Advantage action instead of you. When you use this talent, you can also spend 2 focus to prevent the target of your Gain Advantage from using reactions against the ally you chose until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Composed|Composed]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Turning Point ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Scholar#Contingency|Contingency]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&lt;br /&gt;
&#039;&#039;Battles often pivot on a single crucial moment. Through studying the history of warfare, you learn to identify such opportunities and gain the upper hand.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, you can spend 2 focus to find a weakness in an opposing group’s strategy. Make a Deduction test against the Cognitive defense of the top-ranking enemy leader in this scene; to target this leader, you must be able to sense them. If you took a slow turn, you gain an advantage on this test. On a success, you and your allies you can influence gain an additional action on your next turns.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Surgeon ==&lt;br /&gt;
&lt;br /&gt;
=== Anatomical Insight ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Field Medicine|Field Medicine]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your anatomical knowledge aids you in striking vital points to incapacitate enemies while minimizing permanent harm.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a target of your size or smaller with an unarmed attack, you can spend 1 focus or Opportunity to apply the Exhausted condition to your target. The penalty applied by this condition equals half your ranks in Medicine, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Applied Medicine ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 2+; [[Scholar#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
Activation: Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve studied chemistry, anatomy, social behavior, and much more. Thanks to this broad foundation, you practice the complex art of healing with flexibility and confidence.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cause a character to recover health, they recover additional health equal to your ranks in Lore.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Collected ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Emotional Intelligence|Emotional Intelligence]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You remain mindful of your immediate goals without losing sight of your deeper value, staying even-keeled amid chaos.&#039;&#039;&lt;br /&gt;
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Applied Medicine|Applied Medicine]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Emotional Intelligence ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hone your intuition and understanding of others, enabling you to spot easy-to-miss signs of hidden symptoms and complicated feelings.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your [[Scholar#Erudition (Scholar Talent)|Erudition talent]] grants you an additional skill, and you can use Erudition to choose spiritual skills that aren’t Resonant skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain a utility expertise in Diagnosis.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Field Medicine ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Medicine 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You treat a comrade’s minor wound by bandaging their wound, applying salves, or resetting a dislocated joint.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a DC 15 Medicine test to treat a conscious willing character within your reach, and roll the target’s recovery die as part of this test. You gain a&lt;br /&gt;
disadvantage if you’re treating yourself. On a success, your target recovers health equal to the result of their recovery die + your ranks in Medicine. On a failure, your target only recovers health equal to the result of their recovery die.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Anatomical Insight|Anatomical Insight]], [[Scholar#Swift Healer|Swift Healer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ongoing Care ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Swift Healer|Swift Healer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Medical care can be an arduous process that requires patience and periodic reassessment. You’ve studied the connection between physical and mental health, learning to support both on the long road to recovery.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can forgo the usual benefits of a short or long rest to instead spend that time treating an ally within your reach. After that rest, make a DC 10 Medicine test, increasing the difficulty by 5 for each injury the target has beyond the first. On a success, you remove a single condition or similar effect caused by one of the target’s injuries (but the injury itself remains until healed).&amp;lt;br&amp;gt;&lt;br /&gt;
A target can’t benefit from this talent more than once every 24 hours (or 1 day).&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Mental Health Care.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resuscitation ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Medicine 3+; [[Scholar#Swift Healer|Swift Healer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You efficiently treat a mortally wounded creature, seeking to pull them back from the brink by applying a tourniquet, administering an antidote, or even restarting failed organs.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your [[Scholar#Field Medicine|Field Medicine talent]] to attempt to resuscitate a fallen character. When you do, spend 3 focus (instead of 1) to target a character within your reach who is Unconscious or who died within a number of rounds equal to your ranks in Medicine.&amp;lt;br&amp;gt;&lt;br /&gt;
That talent’s test DC increases by 5 for each injury the target has beyond the first. On a failure, the target doesn’t recover health. On a success, the target recovers health as usual for that talent, and if they were dead, they return to life. If they were Unconscious, they can choose to remove that condition.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Swift Healer ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Medicine 2+; [[Scholar#Field Medicine|Field Medicine]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your practiced hands quickly dress wounds, even as the tides of battle ebb and flow around you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your [[Scholar#Field Medicine|Field Medicine]] as Free Action.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, you become more skilled in healing. When you use an ability that restores health to another character, they recover additional health equal to your ranks in Medicine.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Ongoing Care|Ongoing Care]], [[Scholar#Resuscitation|Resuscitation]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Leader&amp;diff=4860</id>
		<title>Leader</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Leader&amp;diff=4860"/>
		<updated>2026-09-27T05:11:30Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Leader */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Leader =&lt;br /&gt;
You lead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Leadership.&#039;&#039;&#039; If you choose Leader as your starting path, gain a free skill rank in Leadership.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Decisive Command (Leader Key) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your voice carries the certainty of steel and your tactical acumen is renowned. This battle-won wisdom benefits those who listen.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, gain a command die, which begins as a d4.&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to choose an ally you can influence within 20 feet of you. The next time they make a test before the end of their next turn, they can roll your command die along with the other dice for that test. After rolling, they can choose one die roll from that test, other than the plot die, and add the command die to&lt;br /&gt;
that roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Some Leader talents allow you to use your command die in other ways; you can do so even if an ally currently has a command die from you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Leader#Biting Remarks|Biting Remarks]] &amp;amp; [[Leader#Well Dressed|Well Dressed]] ([[Leader#Bard|Bard]])&lt;br /&gt;
*[[Leader#Composed (Beacon)|Composed]] &amp;amp; [[Leader#Stand Together|Stand Together]] ([[Leader#Beacon|Beacon]])&lt;br /&gt;
*[[Leader#Combat Coordination|Combat Coordination]] &amp;amp; [[Leader#Valiant Intervention|Valiant Intervention]] ([[Leader#Champion|Champion]])&lt;br /&gt;
*[[Leader#Calculated Maneuver|Calculated Maneuver]] &amp;amp; [[Leader#Through the Fray (Commandant)|Through the Fray]] ([[Leader#Commandant|Commandant]])&lt;br /&gt;
*[[Leader#Master Plan|Master Plan]] &amp;amp; [[Leader#Composed|Composed]] ([[Leader#Mastermind|Mastermind]])&lt;br /&gt;
*[[Leader#Composed (Officer)|Composed]] &amp;amp; [[Leader#Through the Fray (Officer)|Through the Fray]] ([[Leader#Officer|Officer]])&lt;br /&gt;
*[[Leader#Cutthroat Tactics|Cutthroat Tactics]] &amp;amp; [[Leader#Tactical Ploy|Tactical Ploy]] ([[Leader#Politico|Politico]])&lt;br /&gt;
&lt;br /&gt;
== Bard ==&lt;br /&gt;
&lt;br /&gt;
== Beacon ==&lt;br /&gt;
&lt;br /&gt;
=== Authority ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lead an organization or have a patron who&lt;br /&gt;
grants you authority over others; [[Leader#Considerate Command|Considerate Command]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your command experience helps you coordinate larger groups across greater distances.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Leader talents that affect allies now have double the range (if they had one) and can affect up to twice as many allies as usual.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Composed (Beacon) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Through practiced composure, you push your limits without becoming distracted or losing track of threats.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current focus increase by a number equal to your tier. When your tier increases by 1, your maximum and current focus do as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Keep Going!|Keep Going!]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Considerate Command ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Let Me Handle This|Let Me Handle This]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make an Insight, Leadership, or Persuasion test, you can spend 1 focus to roll your command die and add the result to your d20 roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, increase the size of your command die by one size (such as from a d4 to a d6).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Authority|Authority]], [[Leader#Hold Your Ground|Hold Your Ground]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hold Your Guard ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Persuasion 2+; [[Leader#Considerate Command|Considerate Command]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
Make an inspirational speech to a number of allies you can influence up to your ranks in Leadership. Until the end of the round, they can take the Recover action as a Free Action instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Keep Going! ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Composed (Beacon)|Composed]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
When a willing ally you can sense or influence gains a Condition that has not been caused by an injury, you can use this reaction to not gain the condition.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, at the beginning of combat and at the start of each of your turns, you gain an additional Reaction, which you can use only for this talent’s effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Let Me Handle This ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Persuasion 1+; [[Leader#Stand Together|Stand Together]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
While you&#039;re a member or leader of an organization, its scale increases by 1. At 5, you gain your organization&#039;s benefits twice as often.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Considerate Command|Considerate Command]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stand Together ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 1+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of the round, spend 1 focus to roll your command die. You can distribute its results to other player’s tests until the die is spent. You decide where points are allocated. Unused points do not carry over.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Let Me Handle This|Let Me Handle This]], [[Leader#There&#039;s Another Way|There&#039;s Another Way]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== There&#039;s Another Way ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Persuasion 1+; [[Leader#Stand Together|Stand Together]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, when you or an ally make a test related to an endeavor, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Champion ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Coordination ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You lead through action, bolstering your allies with the momentum of your blows.&amp;lt;br&amp;gt;&lt;br /&gt;
After you use the Strike action, use Decisive Command as a Free Action. If your Strike didn’t hit, you also don’t have to spend the usual focus for Decisive Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Imposing Posture|Imposing Posture]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Demonstrative Command ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Resolute Stand|Resolute Stand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You set an example from the front, applying your advice to your own actions.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make an Athletics, Agility, or Leadership test, you can spend 1 focus to roll your command die and add the result to your d20 roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, increase the size of your command die by one size (such as from a d4 to a d6).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Valiant Intervention|Valiant Intervention]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Resolute Command|Resolute Command]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Imposing Posture ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Leader#Combat Coordination|Combat Coordination]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;On and off the battlefield, your powerful physique sends a clear message to your foes.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an enemy resists your influence while within your weapon’s reach, they become Disoriented until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Mighty|Mighty]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mighty ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Imposing Posture|Imposing Posture]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You deliver your swings, punches, and kicks with practiced efficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit with a weapon or unarmed attack, for each you used on that attack’s action, increase the damage you deal by 1 + your tier. For example, if you’re level 6 and you make an attack that costs , each deals an extra 1 + 2 damage, for a total of 6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resilient Hero ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 3+; [[Leader#Resolute|Resolute Stand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You summon your last reserves and press forward despite grievous wounds.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, before you are reduced to 0 health, you can use this reaction to instead change your health to equal your Athletics modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resolute Stand ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 1+; [[Leader#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You project resolve, and even powerful groups of opponents find it hard to focus their attention elsewhere.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your [[Leader#Valiant Intervention|Valiant Intervention]], you can spend focus up to your ranks in Leadership to target that many additional characters.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, after you affect a target with Valiant Intervention, they can’t make Reactive Strikes against your allies until the end of that target’s next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Demonstrative Command|Demonstrative Command]], [[Leader#Resilient Hero|Resilient Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Valiant Intervention ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 1+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You dauntlessly approach your opposition, daring them to ignore you at their peril.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to move up to 10 feet, then make an Athletics test against the Spiritual defense of an enemy you can influence. On a success, they gain a disadvantage on tests against your allies until the end of the target’s next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
A target can resist this influence, but after they do, you gain an advantage on your next test against them until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Commandant ==&lt;br /&gt;
&lt;br /&gt;
== Mastermind ==&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
&lt;br /&gt;
== Politico ==&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Leader&amp;diff=4859</id>
		<title>Leader</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Leader&amp;diff=4859"/>
		<updated>2026-09-27T05:01:13Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Beacon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Leader =&lt;br /&gt;
You lead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Leadership.&#039;&#039;&#039; If you choose Leader as your starting path, gain a free skill rank in Leadership.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Decisive Command (Leader Key) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your voice carries the certainty of steel and your tactical acumen is renowned. This battle-won wisdom benefits those who listen.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, gain a command die, which begins as a d4.&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to choose an ally you can influence within 20 feet of you. The next time they make a test before the end of their next turn, they can roll your command die along with the other dice for that test. After rolling, they can choose one die roll from that test, other than the plot die, and add the command die to&lt;br /&gt;
that roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Some Leader talents allow you to use your command die in other ways; you can do so even if an ally currently has a command die from you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Leader#Biting Remarks|Biting Remarks]] &amp;amp; [[Leader#Well Dressed|Well Dressed]] ([[Leader#Bard|Bard]])&lt;br /&gt;
*[[Leader#Composed (Beacon)|Composed]] &amp;amp; [[Leader#Stand Together|Stand Together]] ([[Leader#Beacon|Beacon]])&lt;br /&gt;
*[[Leader#Combat Coordination|Combat Coordination]] &amp;amp; [[Leader#Valiant Intervention|Valiant Intervention]] ([[Leader#Champion|Champion]])&lt;br /&gt;
*[[Leader#Calculated Maneuver|Calculated Maneuver]] &amp;amp; [[Leader#Through the Fray (Commandant)|Through the Fray]] ([[Leader#Commandant|Commandant]])&lt;br /&gt;
*[[Leader#Master Plan|Master Plan]] &amp;amp; [[Leader#Composed|Composed]] ([[Leader#Mastermind|Mastermind]])&lt;br /&gt;
*[[Leader#Composed (Officer)|Composed]] &amp;amp; [[Leader#Through the Fray (Officer)|Through the Fray]] ([[Leader#Officer|Officer]])&lt;br /&gt;
*[[Leader#Cutthroat Tactics|Cutthroat Tactics]] &amp;amp; [[Leader#Tactical Ploy|Tactical Ploy]] ([[Leader#Politico|Politico]])&lt;br /&gt;
&lt;br /&gt;
== Bard ==&lt;br /&gt;
&lt;br /&gt;
== Beacon ==&lt;br /&gt;
AUTHORITY&lt;br /&gt;
Prerequisite: Lead an organization or have a patron who&lt;br /&gt;
grants you authority over others; Considerate Command&lt;br /&gt;
talent&lt;br /&gt;
Activation: ∞&lt;br /&gt;
Your command experience helps you coordinate larger&lt;br /&gt;
groups across greater distances.&lt;br /&gt;
Your Leader talents that affect allies now have double&lt;br /&gt;
the range (if they had one) and can affect up to twice as&lt;br /&gt;
many allies as usual.&lt;br /&gt;
COMPOSED&lt;br /&gt;
Prerequisite: Decisive Command key talent&lt;br /&gt;
Activation: ∞&lt;br /&gt;
Through practiced composure, you push your limits&lt;br /&gt;
without becoming distracted or losing track of threats.&lt;br /&gt;
When you acquire this talent, your maximum and&lt;br /&gt;
current focus increase by a number equal to your tier.&lt;br /&gt;
&lt;br /&gt;
== Champion ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Coordination ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You lead through action, bolstering your allies with the momentum of your blows.&amp;lt;br&amp;gt;&lt;br /&gt;
After you use the Strike action, use Decisive Command as a Free Action. If your Strike didn’t hit, you also don’t have to spend the usual focus for Decisive Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Imposing Posture|Imposing Posture]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Demonstrative Command ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Resolute Stand|Resolute Stand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You set an example from the front, applying your advice to your own actions.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make an Athletics, Agility, or Leadership test, you can spend 1 focus to roll your command die and add the result to your d20 roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, increase the size of your command die by one size (such as from a d4 to a d6).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Valiant Intervention|Valiant Intervention]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Resolute Command|Resolute Command]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Imposing Posture ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Leader#Combat Coordination|Combat Coordination]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;On and off the battlefield, your powerful physique sends a clear message to your foes.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an enemy resists your influence while within your weapon’s reach, they become Disoriented until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Mighty|Mighty]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mighty ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Imposing Posture|Imposing Posture]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You deliver your swings, punches, and kicks with practiced efficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit with a weapon or unarmed attack, for each you used on that attack’s action, increase the damage you deal by 1 + your tier. For example, if you’re level 6 and you make an attack that costs , each deals an extra 1 + 2 damage, for a total of 6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resilient Hero ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 3+; [[Leader#Resolute|Resolute Stand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You summon your last reserves and press forward despite grievous wounds.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, before you are reduced to 0 health, you can use this reaction to instead change your health to equal your Athletics modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resolute Stand ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 1+; [[Leader#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You project resolve, and even powerful groups of opponents find it hard to focus their attention elsewhere.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your [[Leader#Valiant Intervention|Valiant Intervention]], you can spend focus up to your ranks in Leadership to target that many additional characters.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, after you affect a target with Valiant Intervention, they can’t make Reactive Strikes against your allies until the end of that target’s next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Demonstrative Command|Demonstrative Command]], [[Leader#Resilient Hero|Resilient Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Valiant Intervention ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 1+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You dauntlessly approach your opposition, daring them to ignore you at their peril.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to move up to 10 feet, then make an Athletics test against the Spiritual defense of an enemy you can influence. On a success, they gain a disadvantage on tests against your allies until the end of the target’s next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
A target can resist this influence, but after they do, you gain an advantage on your next test against them until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Commandant ==&lt;br /&gt;
&lt;br /&gt;
== Mastermind ==&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
&lt;br /&gt;
== Politico ==&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Leader&amp;diff=4858</id>
		<title>Leader</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Leader&amp;diff=4858"/>
		<updated>2026-09-26T19:09:08Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Leader */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Leader =&lt;br /&gt;
You lead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Leadership.&#039;&#039;&#039; If you choose Leader as your starting path, gain a free skill rank in Leadership.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Decisive Command (Leader Key) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your voice carries the certainty of steel and your tactical acumen is renowned. This battle-won wisdom benefits those who listen.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, gain a command die, which begins as a d4.&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to choose an ally you can influence within 20 feet of you. The next time they make a test before the end of their next turn, they can roll your command die along with the other dice for that test. After rolling, they can choose one die roll from that test, other than the plot die, and add the command die to&lt;br /&gt;
that roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Some Leader talents allow you to use your command die in other ways; you can do so even if an ally currently has a command die from you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Leader#Biting Remarks|Biting Remarks]] &amp;amp; [[Leader#Well Dressed|Well Dressed]] ([[Leader#Bard|Bard]])&lt;br /&gt;
*[[Leader#Composed (Beacon)|Composed]] &amp;amp; [[Leader#Stand Together|Stand Together]] ([[Leader#Beacon|Beacon]])&lt;br /&gt;
*[[Leader#Combat Coordination|Combat Coordination]] &amp;amp; [[Leader#Valiant Intervention|Valiant Intervention]] ([[Leader#Champion|Champion]])&lt;br /&gt;
*[[Leader#Calculated Maneuver|Calculated Maneuver]] &amp;amp; [[Leader#Through the Fray (Commandant)|Through the Fray]] ([[Leader#Commandant|Commandant]])&lt;br /&gt;
*[[Leader#Master Plan|Master Plan]] &amp;amp; [[Leader#Composed|Composed]] ([[Leader#Mastermind|Mastermind]])&lt;br /&gt;
*[[Leader#Composed (Officer)|Composed]] &amp;amp; [[Leader#Through the Fray (Officer)|Through the Fray]] ([[Leader#Officer|Officer]])&lt;br /&gt;
*[[Leader#Cutthroat Tactics|Cutthroat Tactics]] &amp;amp; [[Leader#Tactical Ploy|Tactical Ploy]] ([[Leader#Politico|Politico]])&lt;br /&gt;
&lt;br /&gt;
== Bard ==&lt;br /&gt;
&lt;br /&gt;
== Beacon ==&lt;br /&gt;
&lt;br /&gt;
== Champion ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Coordination ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You lead through action, bolstering your allies with the momentum of your blows.&amp;lt;br&amp;gt;&lt;br /&gt;
After you use the Strike action, use Decisive Command as a Free Action. If your Strike didn’t hit, you also don’t have to spend the usual focus for Decisive Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Imposing Posture|Imposing Posture]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Demonstrative Command ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Resolute Stand|Resolute Stand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You set an example from the front, applying your advice to your own actions.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make an Athletics, Agility, or Leadership test, you can spend 1 focus to roll your command die and add the result to your d20 roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, increase the size of your command die by one size (such as from a d4 to a d6).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Valiant Intervention|Valiant Intervention]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Resolute Command|Resolute Command]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Imposing Posture ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Leader#Combat Coordination|Combat Coordination]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;On and off the battlefield, your powerful physique sends a clear message to your foes.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an enemy resists your influence while within your weapon’s reach, they become Disoriented until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Mighty|Mighty]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mighty ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Imposing Posture|Imposing Posture]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You deliver your swings, punches, and kicks with practiced efficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit with a weapon or unarmed attack, for each you used on that attack’s action, increase the damage you deal by 1 + your tier. For example, if you’re level 6 and you make an attack that costs , each deals an extra 1 + 2 damage, for a total of 6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resilient Hero ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 3+; [[Leader#Resolute|Resolute Stand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You summon your last reserves and press forward despite grievous wounds.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, before you are reduced to 0 health, you can use this reaction to instead change your health to equal your Athletics modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resolute Stand ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 1+; [[Leader#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You project resolve, and even powerful groups of opponents find it hard to focus their attention elsewhere.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your [[Leader#Valiant Intervention|Valiant Intervention]], you can spend focus up to your ranks in Leadership to target that many additional characters.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, after you affect a target with Valiant Intervention, they can’t make Reactive Strikes against your allies until the end of that target’s next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Demonstrative Command|Demonstrative Command]], [[Leader#Resilient Hero|Resilient Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Valiant Intervention ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 1+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You dauntlessly approach your opposition, daring them to ignore you at their peril.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to move up to 10 feet, then make an Athletics test against the Spiritual defense of an enemy you can influence. On a success, they gain a disadvantage on tests against your allies until the end of the target’s next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
A target can resist this influence, but after they do, you gain an advantage on your next test against them until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Commandant ==&lt;br /&gt;
&lt;br /&gt;
== Mastermind ==&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
&lt;br /&gt;
== Politico ==&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Leader&amp;diff=4857</id>
		<title>Leader</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Leader&amp;diff=4857"/>
		<updated>2026-09-26T19:08:38Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Decisive Command (Leader Key) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Leader =&lt;br /&gt;
You lead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Leadership.&#039;&#039;&#039; If you choose Leader as your starting path, gain a free skill rank in Leadership.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Decisive Command (Leader Key) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your voice carries the certainty of steel and your tactical acumen is renowned. This battle-won wisdom benefits those who listen.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, gain a command die, which begins as a d4.&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to choose an ally you can influence within 20 feet of you. The next time they make a test before the end of their next turn, they can roll your command die along with the other dice for that test. After rolling, they can choose one die roll from that test, other than the plot die, and add the command die to&lt;br /&gt;
that roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Some Leader talents allow you to use your command die in other ways; you can do so even if an ally currently has a command die from you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Leader#Biting Remarks|Biting Remarks]] &amp;amp; [[Leader#Well Dressed|Well Dressed]] ([[Leader#Bard|Bard]])&lt;br /&gt;
*[[Leader#Composed (Beacon)|Composed]] &amp;amp; [[Leader#Stand Together|Stand Together]] ([[Leader#Beacon|Beacon]])&lt;br /&gt;
*[[Leader#Calculated Maneuver|Calculated Maneuver]] &amp;amp; [[Leader#Through the Fray (Commandant)|Through the Fray]] ([[Leader#Commandant|Commandant]])&lt;br /&gt;
*[[Leader#Combat Coordination|Combat Coordination]] &amp;amp; [[Leader#Valiant Intervention|Valiant Intervention]] ([[Leader#Champion|Champion]])&lt;br /&gt;
*[[Leader#Master Plan|Master Plan]] &amp;amp; [[Leader#Composed|Composed]] ([[Leader#Mastermind|Mastermind]])&lt;br /&gt;
*[[Leader#Composed (Officer)|Composed]] &amp;amp; [[Leader#Through the Fray (Officer)|Through the Fray]] ([[Leader#Officer|Officer]])&lt;br /&gt;
*[[Leader#Cutthroat Tactics|Cutthroat Tactics]] &amp;amp; [[Leader#Tactical Ploy|Tactical Ploy]] ([[Leader#Politico|Politico]])&lt;br /&gt;
&lt;br /&gt;
== Bard ==&lt;br /&gt;
&lt;br /&gt;
== Champion ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Coordination ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You lead through action, bolstering your allies with the momentum of your blows.&amp;lt;br&amp;gt;&lt;br /&gt;
After you use the Strike action, use Decisive Command as a Free Action. If your Strike didn’t hit, you also don’t have to spend the usual focus for Decisive Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Imposing Posture|Imposing Posture]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Demonstrative Command ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Resolute Stand|Resolute Stand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You set an example from the front, applying your advice to your own actions.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make an Athletics, Agility, or Leadership test, you can spend 1 focus to roll your command die and add the result to your d20 roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, increase the size of your command die by one size (such as from a d4 to a d6).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Valiant Intervention|Valiant Intervention]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Resolute Command|Resolute Command]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Imposing Posture ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Leader#Combat Coordination|Combat Coordination]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;On and off the battlefield, your powerful physique sends a clear message to your foes.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an enemy resists your influence while within your weapon’s reach, they become Disoriented until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Mighty|Mighty]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mighty ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Imposing Posture|Imposing Posture]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You deliver your swings, punches, and kicks with practiced efficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit with a weapon or unarmed attack, for each you used on that attack’s action, increase the damage you deal by 1 + your tier. For example, if you’re level 6 and you make an attack that costs , each deals an extra 1 + 2 damage, for a total of 6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resilient Hero ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 3+; [[Leader#Resolute|Resolute Stand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You summon your last reserves and press forward despite grievous wounds.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, before you are reduced to 0 health, you can use this reaction to instead change your health to equal your Athletics modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resolute Stand ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 1+; [[Leader#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You project resolve, and even powerful groups of opponents find it hard to focus their attention elsewhere.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your [[Leader#Valiant Intervention|Valiant Intervention]], you can spend focus up to your ranks in Leadership to target that many additional characters.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, after you affect a target with Valiant Intervention, they can’t make Reactive Strikes against your allies until the end of that target’s next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Demonstrative Command|Demonstrative Command]], [[Leader#Resilient Hero|Resilient Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Valiant Intervention ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 1+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You dauntlessly approach your opposition, daring them to ignore you at their peril.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to move up to 10 feet, then make an Athletics test against the Spiritual defense of an enemy you can influence. On a success, they gain a disadvantage on tests against your allies until the end of the target’s next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
A target can resist this influence, but after they do, you gain an advantage on your next test against them until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mastermind ==&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
&lt;br /&gt;
== Politico ==&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Leader&amp;diff=4856</id>
		<title>Leader</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Leader&amp;diff=4856"/>
		<updated>2026-09-26T19:07:51Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Leader */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Leader =&lt;br /&gt;
You lead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Leadership.&#039;&#039;&#039; If you choose Leader as your starting path, gain a free skill rank in Leadership.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Decisive Command (Leader Key) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your voice carries the certainty of steel and your tactical acumen is renowned. This battle-won wisdom benefits those who listen.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, gain a command die, which begins as a d4.&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to choose an ally you can influence within 20 feet of you. The next time they make a test before the end of their next turn, they can roll your command die along with the other dice for that test. After rolling, they can choose one die roll from that test, other than the plot die, and add the command die to&lt;br /&gt;
that roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Some Leader talents allow you to use your command die in other ways; you can do so even if an ally currently has a command die from you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Leader#Biting Remarks|Biting Remarks]] &amp;amp; [[Leader#Well Dressed|Well Dressed]] ([[Leader#Bard|Bard]]&lt;br /&gt;
*[[Leader#Composed (Beacon)|Composed]] &amp;amp; [[Leader#Stand Together|Stand Together]] ([[Leader#Beacon|Beacon]]&lt;br /&gt;
*[[Leader#Calculated Maneuver|Calculated Maneuver]] &amp;amp; [[Leader#Through the Fray (Commandant)|Through the Fray]]&lt;br /&gt;
*[[Leader#Combat Coordination|Combat Coordination]] &amp;amp; [[Leader#Valiant Intervention|Valiant Intervention]] ([[Leader#Champion|Champion]])&lt;br /&gt;
*[[Leader#Master Plan|Master Plan]] &amp;amp; [[Leader#Composed|Composed]] ([[Leader#Mastermind|Mastermind]])&lt;br /&gt;
*[[Leader#Composed (Officer)|Composed]] &amp;amp; [[Leader#Through the Fray (Officer)|Through the Fray]] ([[Leader#Officer|Officer]])&lt;br /&gt;
*[[Leader#Cutthroat Tactics|Cutthroat Tactics]] &amp;amp; [[Leader#Tactical Ploy|Tactical Ploy]] ([[Leader#Politico|Politico]]&lt;br /&gt;
&lt;br /&gt;
== Bard ==&lt;br /&gt;
&lt;br /&gt;
== Champion ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Coordination ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You lead through action, bolstering your allies with the momentum of your blows.&amp;lt;br&amp;gt;&lt;br /&gt;
After you use the Strike action, use Decisive Command as a Free Action. If your Strike didn’t hit, you also don’t have to spend the usual focus for Decisive Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Imposing Posture|Imposing Posture]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Demonstrative Command ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Resolute Stand|Resolute Stand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You set an example from the front, applying your advice to your own actions.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make an Athletics, Agility, or Leadership test, you can spend 1 focus to roll your command die and add the result to your d20 roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, increase the size of your command die by one size (such as from a d4 to a d6).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Valiant Intervention|Valiant Intervention]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Resolute Command|Resolute Command]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Imposing Posture ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Leader#Combat Coordination|Combat Coordination]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;On and off the battlefield, your powerful physique sends a clear message to your foes.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an enemy resists your influence while within your weapon’s reach, they become Disoriented until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Mighty|Mighty]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mighty ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Imposing Posture|Imposing Posture]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You deliver your swings, punches, and kicks with practiced efficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit with a weapon or unarmed attack, for each you used on that attack’s action, increase the damage you deal by 1 + your tier. For example, if you’re level 6 and you make an attack that costs , each deals an extra 1 + 2 damage, for a total of 6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resilient Hero ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 3+; [[Leader#Resolute|Resolute Stand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You summon your last reserves and press forward despite grievous wounds.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, before you are reduced to 0 health, you can use this reaction to instead change your health to equal your Athletics modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resolute Stand ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 1+; [[Leader#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You project resolve, and even powerful groups of opponents find it hard to focus their attention elsewhere.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your [[Leader#Valiant Intervention|Valiant Intervention]], you can spend focus up to your ranks in Leadership to target that many additional characters.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, after you affect a target with Valiant Intervention, they can’t make Reactive Strikes against your allies until the end of that target’s next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Demonstrative Command|Demonstrative Command]], [[Leader#Resilient Hero|Resilient Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Valiant Intervention ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 1+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You dauntlessly approach your opposition, daring them to ignore you at their peril.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to move up to 10 feet, then make an Athletics test against the Spiritual defense of an enemy you can influence. On a success, they gain a disadvantage on tests against your allies until the end of the target’s next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
A target can resist this influence, but after they do, you gain an advantage on your next test against them until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mastermind ==&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
&lt;br /&gt;
== Politico ==&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Leader&amp;diff=4855</id>
		<title>Leader</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Leader&amp;diff=4855"/>
		<updated>2026-09-26T19:03:55Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Decisive Command (Leader Key) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Leader =&lt;br /&gt;
You lead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Leadership.&#039;&#039;&#039; If you choose Leader as your starting path, gain a free skill rank in Leadership.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Decisive Command (Leader Key) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your voice carries the certainty of steel and your tactical acumen is renowned. This battle-won wisdom benefits those who listen.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, gain a command die, which begins as a d4.&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to choose an ally you can influence within 20 feet of you. The next time they make a test before the end of their next turn, they can roll your command die along with the other dice for that test. After rolling, they can choose one die roll from that test, other than the plot die, and add the command die to&lt;br /&gt;
that roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Some Leader talents allow you to use your command die in other ways; you can do so even if an ally currently has a command die from you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Leader#Combat Coordination|Combat Coordination]] &amp;amp; [[Leader#Valiant Intervention|Valiant Intervention]] ([[Leader#Champion|Champion]])&lt;br /&gt;
*[[Leader#Master Plan|Master Plan]] &amp;amp; [[Leader#Composed|Composed]] ([[Leader#Mastermind|Mastermind]])&lt;br /&gt;
*[[Leader#Composed|Composed]] &amp;amp; [[Leader#Through the Fray|Through the Fray]] ([[Leader#Officer|Officer]])&lt;br /&gt;
*[[Leader#Cutthroat Tactics|Cutthroat Tactics]] &amp;amp; [[Leader#Tactical Ploy|Tactical Ploy]] ([[Leader#Politico|Politico]]&lt;br /&gt;
&lt;br /&gt;
== Champion ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Coordination ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You lead through action, bolstering your allies with the momentum of your blows.&amp;lt;br&amp;gt;&lt;br /&gt;
After you use the Strike action, use Decisive Command as a Free Action. If your Strike didn’t hit, you also don’t have to spend the usual focus for Decisive Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Imposing Posture|Imposing Posture]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Demonstrative Command ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Resolute Stand|Resolute Stand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You set an example from the front, applying your advice to your own actions.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make an Athletics, Agility, or Leadership test, you can spend 1 focus to roll your command die and add the result to your d20 roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, increase the size of your command die by one size (such as from a d4 to a d6).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Valiant Intervention|Valiant Intervention]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Resolute Command|Resolute Command]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Imposing Posture ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Leader#Combat Coordination|Combat Coordination]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;On and off the battlefield, your powerful physique sends a clear message to your foes.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an enemy resists your influence while within your weapon’s reach, they become Disoriented until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Mighty|Mighty]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mighty ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Imposing Posture|Imposing Posture]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You deliver your swings, punches, and kicks with practiced efficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit with a weapon or unarmed attack, for each you used on that attack’s action, increase the damage you deal by 1 + your tier. For example, if you’re level 6 and you make an attack that costs , each deals an extra 1 + 2 damage, for a total of 6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resilient Hero ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 3+; [[Leader#Resolute|Resolute Stand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You summon your last reserves and press forward despite grievous wounds.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, before you are reduced to 0 health, you can use this reaction to instead change your health to equal your Athletics modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resolute Stand ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 1+; [[Leader#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You project resolve, and even powerful groups of opponents find it hard to focus their attention elsewhere.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your [[Leader#Valiant Intervention|Valiant Intervention]], you can spend focus up to your ranks in Leadership to target that many additional characters.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, after you affect a target with Valiant Intervention, they can’t make Reactive Strikes against your allies until the end of that target’s next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Demonstrative Command|Demonstrative Command]], [[Leader#Resilient Hero|Resilient Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Valiant Intervention ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 1+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You dauntlessly approach your opposition, daring them to ignore you at their peril.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to move up to 10 feet, then make an Athletics test against the Spiritual defense of an enemy you can influence. On a success, they gain a disadvantage on tests against your allies until the end of the target’s next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
A target can resist this influence, but after they do, you gain an advantage on your next test against them until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mastermind ==&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
&lt;br /&gt;
== Politico ==&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Scholar&amp;diff=4854</id>
		<title>Scholar</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Scholar&amp;diff=4854"/>
		<updated>2026-09-26T19:03:17Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Proficient Operator (Archaeologist) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Scholar =&lt;br /&gt;
Ever chasing the next discovery, Scholars balance the confidence to pursue their ideas alongside the humility to pivot when needed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Lore.&#039;&#039;&#039; If you choose Scholar as your starting path, gain a free skill rank in Lore.&lt;br /&gt;
&lt;br /&gt;
=== Erudition (Scholar Talent) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&lt;br /&gt;
&#039;&#039;You’ve conditioned your mind to quickly assimilate, archive, and recall information. After a brief but intensive study, you can navigate your newest areas of focus with&lt;br /&gt;
impressive proficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you become adroit at men­tal organization. Choose one cultural or utility exper­tise you don’t already have, and choose two different cognitive skills that aren’t Resonant skills.&amp;lt;br&amp;gt;&lt;br /&gt;
When you make a test, you count as having the chosen expertise, and you count as having one additional rank of each of the chosen skills.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this talent to gain skill ranks even if they exceed your usual maximum for skill ranks. This talent’s expertise and skill ranks are temporary and don’t count&lt;br /&gt;
toward prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
After a long rest during which you had access to a library, you can reassign any expertises and skill ranks granted by this talent. Follow the same rules to choose them as you did when you gained this talent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Scholar#Efficient Engineer|Efficient Engineer]] &amp;amp; [[Scholar#Narrative Expert|Narrative Expert]] ([[Scholar#Archaeologist|Archaeologist]])&lt;br /&gt;
*[[Scholar#Heavy Adjustment|Heavy Adjustment]] &amp;amp; [[Scholar#Proficient Operator (Inventor|Proficient Operator]] ([[Scholar#Inventor|Inventor]])&lt;br /&gt;
*[[Scholar#Mind and Body|Mind and Body]] &amp;amp; [[Scholar#Strategize|Strategize]] ([[Scholar#Strategist|Strategist]])&lt;br /&gt;
*[[Scholar#Emotional Intelligence|Emotional Intelligence]] &amp;amp; [[Scholar#Field Medicine|Field Medicine]] ([[Scholar#Surgeon|Surgeon]])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Archaeologist ==&lt;br /&gt;
&lt;br /&gt;
=== Deep Study (Archaeologist) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Narrative Expert|Narrative Expert]] or [[Scholar#Proficient Operator (Archaeologist)|Proficient Operator]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Driven by academic inquiry, you love nothing more than getting lost in an archive of books, scrolls, and dusty secrets.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your Erudition talent grants you one additional cultural or utility expertise, and it grants you two additional cognitive skills that aren’t resonance skills. You can reassign these in the same way as the others you gained from that talent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Mind of the Ancients|Mind of the Ancients]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Efficient Engineer ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Solid work begins with practice and fundamentals like measuring twice before each cut. You’ve put in the hours, sweat, tears, and occasional blood to learn the basic tricks of the tinkerer’s trade.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, gain a utility expertise in Armor Crafting, Equipment Crafting, or Weapon Crafting.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain a tier 1 Trinket, such as a cannon.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you attempt to craft an item or invent a trinket (see “Crafting”, your&lt;br /&gt;
Opportunity range on those tests expands by 2, and any cost to acquire raw materials is reduced by half.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Proficient Operator (Archaeologist)|Proficient Operator]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fine Handiwork ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Efficient Engineer|Efficient Engineer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your dedication to quality and love for innovation ensure that your designs stand out from the crowd.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you craft an item or invent a Trinket, you can spend one upgrade to apply an advanced feature, instead of spending two upgrades. You can only benefit from this talent once per item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Overwhelm with Details|Overwhelm with Details]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mind of the Ancients ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Deep Study (Archaeologist)|Deep Study]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 focus to give yourself the Determined condition and raise the stakes on your next test with either Intellect or Willpower.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Visions of Time|Visions of Time]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Narrative Expert ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 focus to give yourself an advantage on your next Insight or Deduction test.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Deep Study (Archaeologist)|Deep Study]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Overwhelm with Details ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Fine Handiwork|Fine Handiwork]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When speaking about a topic you’re passionate about, you do so with unsurpassed authority and at unmatched length. The uninitiated can rarely withstand such a torrent of information without becoming lost amid the data.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to make a cognitive or spiritual test using your Lore modifier instead of the usual skill modifier for that test.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proficient Operator (Archaeologist) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Expert Engineer)|Expert Engineer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You easily complete tasks that would frazzle others while under pressure.&#039;&#039;&lt;br /&gt;
When you attempt a complex task under pressure, you don’t have to Use a Skill and succeed on a test if it’s a task you could reliably and quickly complete in a more relaxing situation. Instead, you can use the Interact action as if you weren’t acting under pressure.&amp;lt;br&amp;gt;&lt;br /&gt;
For example, you might Interact to accomplish one of the following tasks in a stressful situation:&amp;lt;br&amp;gt;&lt;br /&gt;
*Tie a complex knot.&lt;br /&gt;
*Write and pass a note.&lt;br /&gt;
*Operate a vehicle.&lt;br /&gt;
*Engage multiple buttons or levers.&lt;br /&gt;
*Look something up in a book.&lt;br /&gt;
*Count currency.&lt;br /&gt;
*Load delicate cargo.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM decides whether you can use this talent to meaningfully contribute to an endeavor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Deep Study (Archaeologist)|Deep Study]], [[Scholar#Fine Handiwork|Fine Handiwork]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Visions of Time ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 4+; [[Scholar#Mind of the Ancients|Mind of the Ancients]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You tap into the Khaagaazh present in the ground and air around you, accessing the memories and identity it holds.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After spending 10 minutes attuning yourself to a location, you can spend 3 focus to perceive everything that occurred within the area currently encompassed by your senses over the last 24 hours. Make a DC 20 Deduction test to make sense of the sudden influx of information. On a failure you become Overwhelmed and can understand only enough to contextualize information you already know.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Inventor ==&lt;br /&gt;
&lt;br /&gt;
=== Acute Scrutiny ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 2+; [[Scholar#Proficient Operator (Inventor|Proficient Operator]] or [[Scholar#Hasty Adjustment|Hasty Adjustment]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your expert eye quickly spots shoddy construction and malfunctions waiting to happen. Through misdirection or outright sabotage, you ensure misfortune strikes at the perfect moment.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a character you can sense attempts to use a non-Resonant object that either belongs to them or that was present at the start of the scene, you can use this reaction and spend 1 focus to make a Crafting test against that character’s Cognitive defense. On a success, the item is no longer functional; the GM determines what happens when it malfunctions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#It&#039;s In Here Somewhere|It&#039;s In Here Somewhere]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Detonation Expert ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Out of a Jam|Out of a Jam]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Danger doesn’t dampen your flair for dramatics, but it certainly keeps you quick on your feet. Nothing lights a fire under you like a fire under you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you start your turn within 30 feet of an undetonated explosive you can sense, you gain 1 Action, which you can use only to Interact with the explosive or to Disengage or Move away from it.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you make an attack test with dynamite, you can use Lore instead of Heavy Weaponry.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, when you acquire this talent, gain the Dynamite weapon expertise.&lt;br /&gt;
&lt;br /&gt;
=== Gunsmith ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 2+; [[Scholar#Proficient Operator (Inventor)|Proficient Operator]] or [[Scholar#Hasty Adjustment|Hasty Adjustment]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Crafting firearms with bells and whistles is a fickle art but one you have an affinity for.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make a test to craft an item, your Opportunity range on that test expands by 2, and any cost to acquire raw materials is reduced by half.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain the Munitions Crafting utility expertise, which you can use to invent firearms using prototype designs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Out of a Jam|Out of a Jam]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hasty Adjustment ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’re a master of improvisational mechanics, even when time is tight. Where others see rubbish, you see a treasure trove of possibilities.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make a Crafting test either to improvise a trap or similar device, or to alter or improve a tool or machine’s utility beyond what’s typically possible. You can combine components of another tool or machine you have to gain an advantage on this test. On a success, work with the GM to determine the new item’s effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, you learn to use the Survival skill to forage for scrap materials and spare parts while in an industrial area such as a city.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Acute Scrutiny|Acute Scrutiny]], [[Scholar#Gunsmith|Gunsmith]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== It’s in Here Somewhere ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 2+; [[Scholar#Acute Scrutiny|Acute Scrutiny]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 3 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your bag is full of random creations, but moments like this demonstrate exactly why you haul everything around.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You attempt to create an item that would be useful in this scene, either using materials you have on hand or common materials you have enough gold to purchase (as if you’d purchased them in an earlier scene). Make a Crafting test to determine whether you succeed; for most items, the DC for this test is 15, but if you’re using nonstandard materials, the DC is 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Out of a Jam ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 2+; [[Scholar#Gunsmith|Gunsmith]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Tending to firearms has become second nature. You coolly attend to weapon malfunctions without missing a beat.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After a weapon within your reach runs out of loaded ammunition or breaks, you can use this reaction and spend 1 focus to reload the weapon or make a Crafting test to repair it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Detonation Expert|Detonation Expert]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proficient Operator (Inventor) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You easily complete tasks that would frazzle others while under pressure.&#039;&#039;&lt;br /&gt;
When you attempt a complex task under pressure, you don’t have to Use a Skill and succeed on a test if it’s a task you could reliably and quickly complete in a more relaxing situation. Instead, you can use the Interact action as if you weren’t acting under pressure.&amp;lt;br&amp;gt;&lt;br /&gt;
For example, you might Interact to accomplish one of the following tasks in a stressful situation:&amp;lt;br&amp;gt;&lt;br /&gt;
*Tie a complex knot.&lt;br /&gt;
*Write and pass a note.&lt;br /&gt;
*Operate a vehicle.&lt;br /&gt;
*Engage multiple buttons or levers.&lt;br /&gt;
*Look something up in a book.&lt;br /&gt;
*Count currency.&lt;br /&gt;
*Load delicate cargo.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM decides whether you can use this talent to meaningfully contribute to an endeavor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Acute Scrutiny|Acute Scrutiny]], [[Scholar#Gunsmith|Gunsmith]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategist ==&lt;br /&gt;
&lt;br /&gt;
=== Composed ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Strategize|Strategize]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Through practiced composure, you push your limits without becoming distracted or losing track of threats.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current focus increase by a number equal to your tier. When your tier increases by 1, your maximum and current focus do as well &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Contingency|Contingency]], [[Scholar#Deep Contemplation|Deep Contemplation]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contingency ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Composed|Composed]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;History is strewn with the debris of those who failed to learn from the past. You’re determined not to join them, so you prepare for anything that might derail your plans.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an ally you can influence within 20 feet of you rolls a Complication, you can use this reaction and spend 2 focus to remove a Complication from their test.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Turning Point|Turning Point]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Deep Contemplation ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 2+; [[Scholar#Composed|Composed]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You methodically search your mental archives for facts and information to help resolve your current situation.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Reassign up to 2 of the skills and expertises gained from your [[Scholar#Erudition (Scholar Talent)|Erudition talent]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Keen Insight|Keen Insight]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Keen Insight ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Deep Contemplation|Deep Contemplation]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Everyone has weaknesses—and you have a knack for uncovering and exploiting them.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you succeed on a test to Gain Advantage, you exploit one of your target’s crucial traits, strengths, or flaws. Unless the target resists your influence, they gain a disadvantage on their next test during this encounter.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Know Your Moment ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 2+; [[Scholar#Mind and Body|Mind and Body]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Conflict follows its own beat, rising and falling as powers struggle for dominance. Your knowledge of strategy, rhetoric, and history guides you on when to act for greatest effect.&amp;lt;br&amp;gt;&lt;br /&gt;
After the beginning of each round, each of your defenses increases by 2 until the start of your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mind and Body ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You expand your intensive studies to include martial arts and fitness in addition to the cerebral arts.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your [[Scholar#Erudition (Scholar Talent)|Erudition talent]] grants you an additional skill, and you can use Erudition to choose physical skills that aren’t Resonant skills. Additionally, gain one weapon expertise of your choice.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Know Your Moment|Know Your Moment]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Strategize ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You carefully observe and assess your problem from novel angles, creating a cunning plan to remove an obstacle, gain the edge, or counter a foe’s next move.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you succeed on a test to Gain Advantage using a skill gained from your [[Scholar#Erudition (Scholar Talent)|Erudition talent]], you can choose an ally you can influence. That ally gains the benefits of your Gain Advantage action instead of you. When you use this talent, you can also spend 2 focus to prevent the target of your Gain Advantage from using reactions against the ally you chose until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Composed|Composed]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Turning Point ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Scholar#Contingency|Contingency]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&lt;br /&gt;
&#039;&#039;Battles often pivot on a single crucial moment. Through studying the history of warfare, you learn to identify such opportunities and gain the upper hand.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, you can spend 2 focus to find a weakness in an opposing group’s strategy. Make a Deduction test against the Cognitive defense of the top-ranking enemy leader in this scene; to target this leader, you must be able to sense them. If you took a slow turn, you gain an advantage on this test. On a success, you and your allies you can influence gain an additional action on your next turns.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Surgeon ==&lt;br /&gt;
&lt;br /&gt;
=== Anatomical Insight ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Field Medicine|Field Medicine]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your anatomical knowledge aids you in striking vital points to incapacitate enemies while minimizing permanent harm.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a target of your size or smaller with an unarmed attack, you can spend 1 focus or Opportunity to apply the Exhausted condition to your target. The penalty applied by this condition equals half your ranks in Medicine, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Applied Medicine ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 2+; [[Scholar#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
Activation: Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve studied chemistry, anatomy, social behavior, and much more. Thanks to this broad foundation, you practice the complex art of healing with flexibility and confidence.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cause a character to recover health, they recover additional health equal to your ranks in Lore.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Collected ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Emotional Intelligence|Emotional Intelligence]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You remain mindful of your immediate goals without losing sight of your deeper value, staying even-keeled amid chaos.&#039;&#039;&lt;br /&gt;
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Applied Medicine|Applied Medicine]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Emotional Intelligence ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hone your intuition and understanding of others, enabling you to spot easy-to-miss signs of hidden symptoms and complicated feelings.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your [[Scholar#Erudition (Scholar Talent)|Erudition talent]] grants you an additional skill, and you can use Erudition to choose spiritual skills that aren’t Resonant skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain a utility expertise in Diagnosis.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Field Medicine ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Medicine 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You treat a comrade’s minor wound by bandaging their wound, applying salves, or resetting a dislocated joint.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a DC 15 Medicine test to treat a conscious willing character within your reach, and roll the target’s recovery die as part of this test. You gain a&lt;br /&gt;
disadvantage if you’re treating yourself. On a success, your target recovers health equal to the result of their recovery die + your ranks in Medicine. On a failure, your target only recovers health equal to the result of their recovery die.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Anatomical Insight|Anatomical Insight]], [[Scholar#Swift Healer|Swift Healer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ongoing Care ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Swift Healer|Swift Healer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Medical care can be an arduous process that requires patience and periodic reassessment. You’ve studied the connection between physical and mental health, learning to support both on the long road to recovery.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can forgo the usual benefits of a short or long rest to instead spend that time treating an ally within your reach. After that rest, make a DC 10 Medicine test, increasing the difficulty by 5 for each injury the target has beyond the first. On a success, you remove a single condition or similar effect caused by one of the target’s injuries (but the injury itself remains until healed).&amp;lt;br&amp;gt;&lt;br /&gt;
A target can’t benefit from this talent more than once every 24 hours (or 1 day).&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Mental Health Care.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resuscitation ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Medicine 3+; [[Scholar#Swift Healer|Swift Healer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You efficiently treat a mortally wounded creature, seeking to pull them back from the brink by applying a tourniquet, administering an antidote, or even restarting failed organs.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your [[Scholar#Field Medicine|Field Medicine talent]] to attempt to resuscitate a fallen character. When you do, spend 3 focus (instead of 1) to target a character within your reach who is Unconscious or who died within a number of rounds equal to your ranks in Medicine.&amp;lt;br&amp;gt;&lt;br /&gt;
That talent’s test DC increases by 5 for each injury the target has beyond the first. On a failure, the target doesn’t recover health. On a success, the target recovers health as usual for that talent, and if they were dead, they return to life. If they were Unconscious, they can choose to remove that condition.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Swift Healer ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Medicine 2+; [[Scholar#Field Medicine|Field Medicine]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your practiced hands quickly dress wounds, even as the tides of battle ebb and flow around you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your [[Scholar#Field Medicine|Field Medicine]] as Free Action.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, you become more skilled in healing. When you use an ability that restores health to another character, they recover additional health equal to your ranks in Medicine.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Ongoing Care|Ongoing Care]], [[Scholar#Resuscitation|Resuscitation]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Scholar&amp;diff=4853</id>
		<title>Scholar</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Scholar&amp;diff=4853"/>
		<updated>2026-09-26T19:03:02Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Mind of the Ancients */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Scholar =&lt;br /&gt;
Ever chasing the next discovery, Scholars balance the confidence to pursue their ideas alongside the humility to pivot when needed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Lore.&#039;&#039;&#039; If you choose Scholar as your starting path, gain a free skill rank in Lore.&lt;br /&gt;
&lt;br /&gt;
=== Erudition (Scholar Talent) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&lt;br /&gt;
&#039;&#039;You’ve conditioned your mind to quickly assimilate, archive, and recall information. After a brief but intensive study, you can navigate your newest areas of focus with&lt;br /&gt;
impressive proficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you become adroit at men­tal organization. Choose one cultural or utility exper­tise you don’t already have, and choose two different cognitive skills that aren’t Resonant skills.&amp;lt;br&amp;gt;&lt;br /&gt;
When you make a test, you count as having the chosen expertise, and you count as having one additional rank of each of the chosen skills.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this talent to gain skill ranks even if they exceed your usual maximum for skill ranks. This talent’s expertise and skill ranks are temporary and don’t count&lt;br /&gt;
toward prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
After a long rest during which you had access to a library, you can reassign any expertises and skill ranks granted by this talent. Follow the same rules to choose them as you did when you gained this talent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Scholar#Efficient Engineer|Efficient Engineer]] &amp;amp; [[Scholar#Narrative Expert|Narrative Expert]] ([[Scholar#Archaeologist|Archaeologist]])&lt;br /&gt;
*[[Scholar#Heavy Adjustment|Heavy Adjustment]] &amp;amp; [[Scholar#Proficient Operator (Inventor|Proficient Operator]] ([[Scholar#Inventor|Inventor]])&lt;br /&gt;
*[[Scholar#Mind and Body|Mind and Body]] &amp;amp; [[Scholar#Strategize|Strategize]] ([[Scholar#Strategist|Strategist]])&lt;br /&gt;
*[[Scholar#Emotional Intelligence|Emotional Intelligence]] &amp;amp; [[Scholar#Field Medicine|Field Medicine]] ([[Scholar#Surgeon|Surgeon]])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Archaeologist ==&lt;br /&gt;
&lt;br /&gt;
=== Deep Study (Archaeologist) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Narrative Expert|Narrative Expert]] or [[Scholar#Proficient Operator (Archaeologist)|Proficient Operator]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Driven by academic inquiry, you love nothing more than getting lost in an archive of books, scrolls, and dusty secrets.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your Erudition talent grants you one additional cultural or utility expertise, and it grants you two additional cognitive skills that aren’t resonance skills. You can reassign these in the same way as the others you gained from that talent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Mind of the Ancients|Mind of the Ancients]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Efficient Engineer ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Solid work begins with practice and fundamentals like measuring twice before each cut. You’ve put in the hours, sweat, tears, and occasional blood to learn the basic tricks of the tinkerer’s trade.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, gain a utility expertise in Armor Crafting, Equipment Crafting, or Weapon Crafting.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain a tier 1 Trinket, such as a cannon.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you attempt to craft an item or invent a trinket (see “Crafting”, your&lt;br /&gt;
Opportunity range on those tests expands by 2, and any cost to acquire raw materials is reduced by half.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Proficient Operator (Archaeologist)|Proficient Operator]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fine Handiwork ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Efficient Engineer|Efficient Engineer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your dedication to quality and love for innovation ensure that your designs stand out from the crowd.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you craft an item or invent a Trinket, you can spend one upgrade to apply an advanced feature, instead of spending two upgrades. You can only benefit from this talent once per item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Overwhelm with Details|Overwhelm with Details]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mind of the Ancients ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Deep Study (Archaeologist)|Deep Study]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 focus to give yourself the Determined condition and raise the stakes on your next test with either Intellect or Willpower.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Visions of Time|Visions of Time]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Narrative Expert ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 focus to give yourself an advantage on your next Insight or Deduction test.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Deep Study (Archaeologist)|Deep Study]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Overwhelm with Details ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Fine Handiwork|Fine Handiwork]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When speaking about a topic you’re passionate about, you do so with unsurpassed authority and at unmatched length. The uninitiated can rarely withstand such a torrent of information without becoming lost amid the data.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to make a cognitive or spiritual test using your Lore modifier instead of the usual skill modifier for that test.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proficient Operator (Archaeologist) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Expert Engineer)|Expert Engineer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You easily complete tasks that would frazzle others while under pressure.&#039;&#039;&lt;br /&gt;
When you attempt a complex task under pressure, you don’t have to Use a Skill and succeed on a test if it’s a task you could reliably and quickly complete in a more relaxing situation. Instead, you can use the Interact action as if you weren’t acting under pressure.&amp;lt;br&amp;gt;&lt;br /&gt;
For example, you might Interact to accomplish one of the following tasks in a stressful situation:&amp;lt;br&amp;gt;&lt;br /&gt;
*Tie a complex knot.&lt;br /&gt;
*Write and pass a note.&lt;br /&gt;
*Operate a vehicle.&lt;br /&gt;
*Engage multiple buttons or levers.&lt;br /&gt;
*Look something up in a book.&lt;br /&gt;
*Count currency.&lt;br /&gt;
*Load delicate cargo.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM decides whether you can use this talent to meaningfully contribute to an endeavor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Deep Study|Deep Study]], [[Scholar#Fine Handiwork|Fine Handiwork]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Visions of Time ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 4+; [[Scholar#Mind of the Ancients|Mind of the Ancients]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You tap into the Khaagaazh present in the ground and air around you, accessing the memories and identity it holds.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After spending 10 minutes attuning yourself to a location, you can spend 3 focus to perceive everything that occurred within the area currently encompassed by your senses over the last 24 hours. Make a DC 20 Deduction test to make sense of the sudden influx of information. On a failure you become Overwhelmed and can understand only enough to contextualize information you already know.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Inventor ==&lt;br /&gt;
&lt;br /&gt;
=== Acute Scrutiny ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 2+; [[Scholar#Proficient Operator (Inventor|Proficient Operator]] or [[Scholar#Hasty Adjustment|Hasty Adjustment]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your expert eye quickly spots shoddy construction and malfunctions waiting to happen. Through misdirection or outright sabotage, you ensure misfortune strikes at the perfect moment.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a character you can sense attempts to use a non-Resonant object that either belongs to them or that was present at the start of the scene, you can use this reaction and spend 1 focus to make a Crafting test against that character’s Cognitive defense. On a success, the item is no longer functional; the GM determines what happens when it malfunctions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#It&#039;s In Here Somewhere|It&#039;s In Here Somewhere]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Detonation Expert ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Out of a Jam|Out of a Jam]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Danger doesn’t dampen your flair for dramatics, but it certainly keeps you quick on your feet. Nothing lights a fire under you like a fire under you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you start your turn within 30 feet of an undetonated explosive you can sense, you gain 1 Action, which you can use only to Interact with the explosive or to Disengage or Move away from it.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you make an attack test with dynamite, you can use Lore instead of Heavy Weaponry.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, when you acquire this talent, gain the Dynamite weapon expertise.&lt;br /&gt;
&lt;br /&gt;
=== Gunsmith ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 2+; [[Scholar#Proficient Operator (Inventor)|Proficient Operator]] or [[Scholar#Hasty Adjustment|Hasty Adjustment]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Crafting firearms with bells and whistles is a fickle art but one you have an affinity for.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make a test to craft an item, your Opportunity range on that test expands by 2, and any cost to acquire raw materials is reduced by half.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain the Munitions Crafting utility expertise, which you can use to invent firearms using prototype designs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Out of a Jam|Out of a Jam]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hasty Adjustment ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’re a master of improvisational mechanics, even when time is tight. Where others see rubbish, you see a treasure trove of possibilities.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make a Crafting test either to improvise a trap or similar device, or to alter or improve a tool or machine’s utility beyond what’s typically possible. You can combine components of another tool or machine you have to gain an advantage on this test. On a success, work with the GM to determine the new item’s effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, you learn to use the Survival skill to forage for scrap materials and spare parts while in an industrial area such as a city.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Acute Scrutiny|Acute Scrutiny]], [[Scholar#Gunsmith|Gunsmith]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== It’s in Here Somewhere ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 2+; [[Scholar#Acute Scrutiny|Acute Scrutiny]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 3 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your bag is full of random creations, but moments like this demonstrate exactly why you haul everything around.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You attempt to create an item that would be useful in this scene, either using materials you have on hand or common materials you have enough gold to purchase (as if you’d purchased them in an earlier scene). Make a Crafting test to determine whether you succeed; for most items, the DC for this test is 15, but if you’re using nonstandard materials, the DC is 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Out of a Jam ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 2+; [[Scholar#Gunsmith|Gunsmith]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Tending to firearms has become second nature. You coolly attend to weapon malfunctions without missing a beat.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After a weapon within your reach runs out of loaded ammunition or breaks, you can use this reaction and spend 1 focus to reload the weapon or make a Crafting test to repair it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Detonation Expert|Detonation Expert]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proficient Operator (Inventor) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You easily complete tasks that would frazzle others while under pressure.&#039;&#039;&lt;br /&gt;
When you attempt a complex task under pressure, you don’t have to Use a Skill and succeed on a test if it’s a task you could reliably and quickly complete in a more relaxing situation. Instead, you can use the Interact action as if you weren’t acting under pressure.&amp;lt;br&amp;gt;&lt;br /&gt;
For example, you might Interact to accomplish one of the following tasks in a stressful situation:&amp;lt;br&amp;gt;&lt;br /&gt;
*Tie a complex knot.&lt;br /&gt;
*Write and pass a note.&lt;br /&gt;
*Operate a vehicle.&lt;br /&gt;
*Engage multiple buttons or levers.&lt;br /&gt;
*Look something up in a book.&lt;br /&gt;
*Count currency.&lt;br /&gt;
*Load delicate cargo.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM decides whether you can use this talent to meaningfully contribute to an endeavor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Acute Scrutiny|Acute Scrutiny]], [[Scholar#Gunsmith|Gunsmith]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategist ==&lt;br /&gt;
&lt;br /&gt;
=== Composed ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Strategize|Strategize]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Through practiced composure, you push your limits without becoming distracted or losing track of threats.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current focus increase by a number equal to your tier. When your tier increases by 1, your maximum and current focus do as well &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Contingency|Contingency]], [[Scholar#Deep Contemplation|Deep Contemplation]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contingency ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Composed|Composed]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;History is strewn with the debris of those who failed to learn from the past. You’re determined not to join them, so you prepare for anything that might derail your plans.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an ally you can influence within 20 feet of you rolls a Complication, you can use this reaction and spend 2 focus to remove a Complication from their test.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Turning Point|Turning Point]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Deep Contemplation ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 2+; [[Scholar#Composed|Composed]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You methodically search your mental archives for facts and information to help resolve your current situation.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Reassign up to 2 of the skills and expertises gained from your [[Scholar#Erudition (Scholar Talent)|Erudition talent]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Keen Insight|Keen Insight]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Keen Insight ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Deep Contemplation|Deep Contemplation]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Everyone has weaknesses—and you have a knack for uncovering and exploiting them.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you succeed on a test to Gain Advantage, you exploit one of your target’s crucial traits, strengths, or flaws. Unless the target resists your influence, they gain a disadvantage on their next test during this encounter.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Know Your Moment ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 2+; [[Scholar#Mind and Body|Mind and Body]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Conflict follows its own beat, rising and falling as powers struggle for dominance. Your knowledge of strategy, rhetoric, and history guides you on when to act for greatest effect.&amp;lt;br&amp;gt;&lt;br /&gt;
After the beginning of each round, each of your defenses increases by 2 until the start of your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mind and Body ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You expand your intensive studies to include martial arts and fitness in addition to the cerebral arts.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your [[Scholar#Erudition (Scholar Talent)|Erudition talent]] grants you an additional skill, and you can use Erudition to choose physical skills that aren’t Resonant skills. Additionally, gain one weapon expertise of your choice.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Know Your Moment|Know Your Moment]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Strategize ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You carefully observe and assess your problem from novel angles, creating a cunning plan to remove an obstacle, gain the edge, or counter a foe’s next move.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you succeed on a test to Gain Advantage using a skill gained from your [[Scholar#Erudition (Scholar Talent)|Erudition talent]], you can choose an ally you can influence. That ally gains the benefits of your Gain Advantage action instead of you. When you use this talent, you can also spend 2 focus to prevent the target of your Gain Advantage from using reactions against the ally you chose until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Composed|Composed]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Turning Point ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Scholar#Contingency|Contingency]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&lt;br /&gt;
&#039;&#039;Battles often pivot on a single crucial moment. Through studying the history of warfare, you learn to identify such opportunities and gain the upper hand.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, you can spend 2 focus to find a weakness in an opposing group’s strategy. Make a Deduction test against the Cognitive defense of the top-ranking enemy leader in this scene; to target this leader, you must be able to sense them. If you took a slow turn, you gain an advantage on this test. On a success, you and your allies you can influence gain an additional action on your next turns.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Surgeon ==&lt;br /&gt;
&lt;br /&gt;
=== Anatomical Insight ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Field Medicine|Field Medicine]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your anatomical knowledge aids you in striking vital points to incapacitate enemies while minimizing permanent harm.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a target of your size or smaller with an unarmed attack, you can spend 1 focus or Opportunity to apply the Exhausted condition to your target. The penalty applied by this condition equals half your ranks in Medicine, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Applied Medicine ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 2+; [[Scholar#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
Activation: Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve studied chemistry, anatomy, social behavior, and much more. Thanks to this broad foundation, you practice the complex art of healing with flexibility and confidence.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cause a character to recover health, they recover additional health equal to your ranks in Lore.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Collected ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Emotional Intelligence|Emotional Intelligence]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You remain mindful of your immediate goals without losing sight of your deeper value, staying even-keeled amid chaos.&#039;&#039;&lt;br /&gt;
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Applied Medicine|Applied Medicine]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Emotional Intelligence ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hone your intuition and understanding of others, enabling you to spot easy-to-miss signs of hidden symptoms and complicated feelings.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your [[Scholar#Erudition (Scholar Talent)|Erudition talent]] grants you an additional skill, and you can use Erudition to choose spiritual skills that aren’t Resonant skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain a utility expertise in Diagnosis.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Field Medicine ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Medicine 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You treat a comrade’s minor wound by bandaging their wound, applying salves, or resetting a dislocated joint.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a DC 15 Medicine test to treat a conscious willing character within your reach, and roll the target’s recovery die as part of this test. You gain a&lt;br /&gt;
disadvantage if you’re treating yourself. On a success, your target recovers health equal to the result of their recovery die + your ranks in Medicine. On a failure, your target only recovers health equal to the result of their recovery die.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Anatomical Insight|Anatomical Insight]], [[Scholar#Swift Healer|Swift Healer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ongoing Care ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Swift Healer|Swift Healer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Medical care can be an arduous process that requires patience and periodic reassessment. You’ve studied the connection between physical and mental health, learning to support both on the long road to recovery.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can forgo the usual benefits of a short or long rest to instead spend that time treating an ally within your reach. After that rest, make a DC 10 Medicine test, increasing the difficulty by 5 for each injury the target has beyond the first. On a success, you remove a single condition or similar effect caused by one of the target’s injuries (but the injury itself remains until healed).&amp;lt;br&amp;gt;&lt;br /&gt;
A target can’t benefit from this talent more than once every 24 hours (or 1 day).&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Mental Health Care.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resuscitation ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Medicine 3+; [[Scholar#Swift Healer|Swift Healer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You efficiently treat a mortally wounded creature, seeking to pull them back from the brink by applying a tourniquet, administering an antidote, or even restarting failed organs.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your [[Scholar#Field Medicine|Field Medicine talent]] to attempt to resuscitate a fallen character. When you do, spend 3 focus (instead of 1) to target a character within your reach who is Unconscious or who died within a number of rounds equal to your ranks in Medicine.&amp;lt;br&amp;gt;&lt;br /&gt;
That talent’s test DC increases by 5 for each injury the target has beyond the first. On a failure, the target doesn’t recover health. On a success, the target recovers health as usual for that talent, and if they were dead, they return to life. If they were Unconscious, they can choose to remove that condition.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Swift Healer ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Medicine 2+; [[Scholar#Field Medicine|Field Medicine]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your practiced hands quickly dress wounds, even as the tides of battle ebb and flow around you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your [[Scholar#Field Medicine|Field Medicine]] as Free Action.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, you become more skilled in healing. When you use an ability that restores health to another character, they recover additional health equal to your ranks in Medicine.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Ongoing Care|Ongoing Care]], [[Scholar#Resuscitation|Resuscitation]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Scholar&amp;diff=4852</id>
		<title>Scholar</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Scholar&amp;diff=4852"/>
		<updated>2026-09-26T19:02:48Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Deep Study */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Scholar =&lt;br /&gt;
Ever chasing the next discovery, Scholars balance the confidence to pursue their ideas alongside the humility to pivot when needed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Lore.&#039;&#039;&#039; If you choose Scholar as your starting path, gain a free skill rank in Lore.&lt;br /&gt;
&lt;br /&gt;
=== Erudition (Scholar Talent) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&lt;br /&gt;
&#039;&#039;You’ve conditioned your mind to quickly assimilate, archive, and recall information. After a brief but intensive study, you can navigate your newest areas of focus with&lt;br /&gt;
impressive proficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you become adroit at men­tal organization. Choose one cultural or utility exper­tise you don’t already have, and choose two different cognitive skills that aren’t Resonant skills.&amp;lt;br&amp;gt;&lt;br /&gt;
When you make a test, you count as having the chosen expertise, and you count as having one additional rank of each of the chosen skills.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this talent to gain skill ranks even if they exceed your usual maximum for skill ranks. This talent’s expertise and skill ranks are temporary and don’t count&lt;br /&gt;
toward prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
After a long rest during which you had access to a library, you can reassign any expertises and skill ranks granted by this talent. Follow the same rules to choose them as you did when you gained this talent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Scholar#Efficient Engineer|Efficient Engineer]] &amp;amp; [[Scholar#Narrative Expert|Narrative Expert]] ([[Scholar#Archaeologist|Archaeologist]])&lt;br /&gt;
*[[Scholar#Heavy Adjustment|Heavy Adjustment]] &amp;amp; [[Scholar#Proficient Operator (Inventor|Proficient Operator]] ([[Scholar#Inventor|Inventor]])&lt;br /&gt;
*[[Scholar#Mind and Body|Mind and Body]] &amp;amp; [[Scholar#Strategize|Strategize]] ([[Scholar#Strategist|Strategist]])&lt;br /&gt;
*[[Scholar#Emotional Intelligence|Emotional Intelligence]] &amp;amp; [[Scholar#Field Medicine|Field Medicine]] ([[Scholar#Surgeon|Surgeon]])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Archaeologist ==&lt;br /&gt;
&lt;br /&gt;
=== Deep Study (Archaeologist) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Narrative Expert|Narrative Expert]] or [[Scholar#Proficient Operator (Archaeologist)|Proficient Operator]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Driven by academic inquiry, you love nothing more than getting lost in an archive of books, scrolls, and dusty secrets.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your Erudition talent grants you one additional cultural or utility expertise, and it grants you two additional cognitive skills that aren’t resonance skills. You can reassign these in the same way as the others you gained from that talent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Mind of the Ancients|Mind of the Ancients]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Efficient Engineer ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Solid work begins with practice and fundamentals like measuring twice before each cut. You’ve put in the hours, sweat, tears, and occasional blood to learn the basic tricks of the tinkerer’s trade.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, gain a utility expertise in Armor Crafting, Equipment Crafting, or Weapon Crafting.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain a tier 1 Trinket, such as a cannon.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you attempt to craft an item or invent a trinket (see “Crafting”, your&lt;br /&gt;
Opportunity range on those tests expands by 2, and any cost to acquire raw materials is reduced by half.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Proficient Operator (Archaeologist)|Proficient Operator]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fine Handiwork ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Efficient Engineer|Efficient Engineer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your dedication to quality and love for innovation ensure that your designs stand out from the crowd.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you craft an item or invent a Trinket, you can spend one upgrade to apply an advanced feature, instead of spending two upgrades. You can only benefit from this talent once per item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Overwhelm with Details|Overwhelm with Details]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mind of the Ancients ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Deep Study (Archaeologist|Deep Study]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 focus to give yourself the Determined condition and raise the stakes on your next test with either Intellect or Willpower.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Visions of Time|Visions of Time]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Narrative Expert ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 focus to give yourself an advantage on your next Insight or Deduction test.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Deep Study (Archaeologist)|Deep Study]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Overwhelm with Details ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Fine Handiwork|Fine Handiwork]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When speaking about a topic you’re passionate about, you do so with unsurpassed authority and at unmatched length. The uninitiated can rarely withstand such a torrent of information without becoming lost amid the data.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to make a cognitive or spiritual test using your Lore modifier instead of the usual skill modifier for that test.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proficient Operator (Archaeologist) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Expert Engineer)|Expert Engineer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You easily complete tasks that would frazzle others while under pressure.&#039;&#039;&lt;br /&gt;
When you attempt a complex task under pressure, you don’t have to Use a Skill and succeed on a test if it’s a task you could reliably and quickly complete in a more relaxing situation. Instead, you can use the Interact action as if you weren’t acting under pressure.&amp;lt;br&amp;gt;&lt;br /&gt;
For example, you might Interact to accomplish one of the following tasks in a stressful situation:&amp;lt;br&amp;gt;&lt;br /&gt;
*Tie a complex knot.&lt;br /&gt;
*Write and pass a note.&lt;br /&gt;
*Operate a vehicle.&lt;br /&gt;
*Engage multiple buttons or levers.&lt;br /&gt;
*Look something up in a book.&lt;br /&gt;
*Count currency.&lt;br /&gt;
*Load delicate cargo.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM decides whether you can use this talent to meaningfully contribute to an endeavor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Deep Study|Deep Study]], [[Scholar#Fine Handiwork|Fine Handiwork]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Visions of Time ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 4+; [[Scholar#Mind of the Ancients|Mind of the Ancients]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You tap into the Khaagaazh present in the ground and air around you, accessing the memories and identity it holds.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After spending 10 minutes attuning yourself to a location, you can spend 3 focus to perceive everything that occurred within the area currently encompassed by your senses over the last 24 hours. Make a DC 20 Deduction test to make sense of the sudden influx of information. On a failure you become Overwhelmed and can understand only enough to contextualize information you already know.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Inventor ==&lt;br /&gt;
&lt;br /&gt;
=== Acute Scrutiny ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 2+; [[Scholar#Proficient Operator (Inventor|Proficient Operator]] or [[Scholar#Hasty Adjustment|Hasty Adjustment]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your expert eye quickly spots shoddy construction and malfunctions waiting to happen. Through misdirection or outright sabotage, you ensure misfortune strikes at the perfect moment.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a character you can sense attempts to use a non-Resonant object that either belongs to them or that was present at the start of the scene, you can use this reaction and spend 1 focus to make a Crafting test against that character’s Cognitive defense. On a success, the item is no longer functional; the GM determines what happens when it malfunctions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#It&#039;s In Here Somewhere|It&#039;s In Here Somewhere]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Detonation Expert ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Out of a Jam|Out of a Jam]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Danger doesn’t dampen your flair for dramatics, but it certainly keeps you quick on your feet. Nothing lights a fire under you like a fire under you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you start your turn within 30 feet of an undetonated explosive you can sense, you gain 1 Action, which you can use only to Interact with the explosive or to Disengage or Move away from it.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you make an attack test with dynamite, you can use Lore instead of Heavy Weaponry.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, when you acquire this talent, gain the Dynamite weapon expertise.&lt;br /&gt;
&lt;br /&gt;
=== Gunsmith ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 2+; [[Scholar#Proficient Operator (Inventor)|Proficient Operator]] or [[Scholar#Hasty Adjustment|Hasty Adjustment]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Crafting firearms with bells and whistles is a fickle art but one you have an affinity for.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make a test to craft an item, your Opportunity range on that test expands by 2, and any cost to acquire raw materials is reduced by half.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain the Munitions Crafting utility expertise, which you can use to invent firearms using prototype designs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Out of a Jam|Out of a Jam]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hasty Adjustment ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’re a master of improvisational mechanics, even when time is tight. Where others see rubbish, you see a treasure trove of possibilities.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make a Crafting test either to improvise a trap or similar device, or to alter or improve a tool or machine’s utility beyond what’s typically possible. You can combine components of another tool or machine you have to gain an advantage on this test. On a success, work with the GM to determine the new item’s effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, you learn to use the Survival skill to forage for scrap materials and spare parts while in an industrial area such as a city.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Acute Scrutiny|Acute Scrutiny]], [[Scholar#Gunsmith|Gunsmith]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== It’s in Here Somewhere ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 2+; [[Scholar#Acute Scrutiny|Acute Scrutiny]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 3 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your bag is full of random creations, but moments like this demonstrate exactly why you haul everything around.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You attempt to create an item that would be useful in this scene, either using materials you have on hand or common materials you have enough gold to purchase (as if you’d purchased them in an earlier scene). Make a Crafting test to determine whether you succeed; for most items, the DC for this test is 15, but if you’re using nonstandard materials, the DC is 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Out of a Jam ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 2+; [[Scholar#Gunsmith|Gunsmith]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Tending to firearms has become second nature. You coolly attend to weapon malfunctions without missing a beat.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After a weapon within your reach runs out of loaded ammunition or breaks, you can use this reaction and spend 1 focus to reload the weapon or make a Crafting test to repair it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Detonation Expert|Detonation Expert]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proficient Operator (Inventor) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You easily complete tasks that would frazzle others while under pressure.&#039;&#039;&lt;br /&gt;
When you attempt a complex task under pressure, you don’t have to Use a Skill and succeed on a test if it’s a task you could reliably and quickly complete in a more relaxing situation. Instead, you can use the Interact action as if you weren’t acting under pressure.&amp;lt;br&amp;gt;&lt;br /&gt;
For example, you might Interact to accomplish one of the following tasks in a stressful situation:&amp;lt;br&amp;gt;&lt;br /&gt;
*Tie a complex knot.&lt;br /&gt;
*Write and pass a note.&lt;br /&gt;
*Operate a vehicle.&lt;br /&gt;
*Engage multiple buttons or levers.&lt;br /&gt;
*Look something up in a book.&lt;br /&gt;
*Count currency.&lt;br /&gt;
*Load delicate cargo.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM decides whether you can use this talent to meaningfully contribute to an endeavor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Acute Scrutiny|Acute Scrutiny]], [[Scholar#Gunsmith|Gunsmith]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategist ==&lt;br /&gt;
&lt;br /&gt;
=== Composed ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Strategize|Strategize]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Through practiced composure, you push your limits without becoming distracted or losing track of threats.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current focus increase by a number equal to your tier. When your tier increases by 1, your maximum and current focus do as well &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Contingency|Contingency]], [[Scholar#Deep Contemplation|Deep Contemplation]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contingency ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Composed|Composed]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;History is strewn with the debris of those who failed to learn from the past. You’re determined not to join them, so you prepare for anything that might derail your plans.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an ally you can influence within 20 feet of you rolls a Complication, you can use this reaction and spend 2 focus to remove a Complication from their test.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Turning Point|Turning Point]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Deep Contemplation ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 2+; [[Scholar#Composed|Composed]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You methodically search your mental archives for facts and information to help resolve your current situation.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Reassign up to 2 of the skills and expertises gained from your [[Scholar#Erudition (Scholar Talent)|Erudition talent]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Keen Insight|Keen Insight]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Keen Insight ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Deep Contemplation|Deep Contemplation]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Everyone has weaknesses—and you have a knack for uncovering and exploiting them.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you succeed on a test to Gain Advantage, you exploit one of your target’s crucial traits, strengths, or flaws. Unless the target resists your influence, they gain a disadvantage on their next test during this encounter.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Know Your Moment ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 2+; [[Scholar#Mind and Body|Mind and Body]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Conflict follows its own beat, rising and falling as powers struggle for dominance. Your knowledge of strategy, rhetoric, and history guides you on when to act for greatest effect.&amp;lt;br&amp;gt;&lt;br /&gt;
After the beginning of each round, each of your defenses increases by 2 until the start of your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mind and Body ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You expand your intensive studies to include martial arts and fitness in addition to the cerebral arts.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your [[Scholar#Erudition (Scholar Talent)|Erudition talent]] grants you an additional skill, and you can use Erudition to choose physical skills that aren’t Resonant skills. Additionally, gain one weapon expertise of your choice.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Know Your Moment|Know Your Moment]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Strategize ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You carefully observe and assess your problem from novel angles, creating a cunning plan to remove an obstacle, gain the edge, or counter a foe’s next move.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you succeed on a test to Gain Advantage using a skill gained from your [[Scholar#Erudition (Scholar Talent)|Erudition talent]], you can choose an ally you can influence. That ally gains the benefits of your Gain Advantage action instead of you. When you use this talent, you can also spend 2 focus to prevent the target of your Gain Advantage from using reactions against the ally you chose until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Composed|Composed]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Turning Point ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Scholar#Contingency|Contingency]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&lt;br /&gt;
&#039;&#039;Battles often pivot on a single crucial moment. Through studying the history of warfare, you learn to identify such opportunities and gain the upper hand.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, you can spend 2 focus to find a weakness in an opposing group’s strategy. Make a Deduction test against the Cognitive defense of the top-ranking enemy leader in this scene; to target this leader, you must be able to sense them. If you took a slow turn, you gain an advantage on this test. On a success, you and your allies you can influence gain an additional action on your next turns.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Surgeon ==&lt;br /&gt;
&lt;br /&gt;
=== Anatomical Insight ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Field Medicine|Field Medicine]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your anatomical knowledge aids you in striking vital points to incapacitate enemies while minimizing permanent harm.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a target of your size or smaller with an unarmed attack, you can spend 1 focus or Opportunity to apply the Exhausted condition to your target. The penalty applied by this condition equals half your ranks in Medicine, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Applied Medicine ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 2+; [[Scholar#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
Activation: Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve studied chemistry, anatomy, social behavior, and much more. Thanks to this broad foundation, you practice the complex art of healing with flexibility and confidence.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cause a character to recover health, they recover additional health equal to your ranks in Lore.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Collected ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Emotional Intelligence|Emotional Intelligence]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You remain mindful of your immediate goals without losing sight of your deeper value, staying even-keeled amid chaos.&#039;&#039;&lt;br /&gt;
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Applied Medicine|Applied Medicine]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Emotional Intelligence ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hone your intuition and understanding of others, enabling you to spot easy-to-miss signs of hidden symptoms and complicated feelings.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your [[Scholar#Erudition (Scholar Talent)|Erudition talent]] grants you an additional skill, and you can use Erudition to choose spiritual skills that aren’t Resonant skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain a utility expertise in Diagnosis.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Field Medicine ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Medicine 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You treat a comrade’s minor wound by bandaging their wound, applying salves, or resetting a dislocated joint.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a DC 15 Medicine test to treat a conscious willing character within your reach, and roll the target’s recovery die as part of this test. You gain a&lt;br /&gt;
disadvantage if you’re treating yourself. On a success, your target recovers health equal to the result of their recovery die + your ranks in Medicine. On a failure, your target only recovers health equal to the result of their recovery die.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Anatomical Insight|Anatomical Insight]], [[Scholar#Swift Healer|Swift Healer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ongoing Care ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Swift Healer|Swift Healer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Medical care can be an arduous process that requires patience and periodic reassessment. You’ve studied the connection between physical and mental health, learning to support both on the long road to recovery.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can forgo the usual benefits of a short or long rest to instead spend that time treating an ally within your reach. After that rest, make a DC 10 Medicine test, increasing the difficulty by 5 for each injury the target has beyond the first. On a success, you remove a single condition or similar effect caused by one of the target’s injuries (but the injury itself remains until healed).&amp;lt;br&amp;gt;&lt;br /&gt;
A target can’t benefit from this talent more than once every 24 hours (or 1 day).&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Mental Health Care.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resuscitation ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Medicine 3+; [[Scholar#Swift Healer|Swift Healer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You efficiently treat a mortally wounded creature, seeking to pull them back from the brink by applying a tourniquet, administering an antidote, or even restarting failed organs.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your [[Scholar#Field Medicine|Field Medicine talent]] to attempt to resuscitate a fallen character. When you do, spend 3 focus (instead of 1) to target a character within your reach who is Unconscious or who died within a number of rounds equal to your ranks in Medicine.&amp;lt;br&amp;gt;&lt;br /&gt;
That talent’s test DC increases by 5 for each injury the target has beyond the first. On a failure, the target doesn’t recover health. On a success, the target recovers health as usual for that talent, and if they were dead, they return to life. If they were Unconscious, they can choose to remove that condition.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Swift Healer ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Medicine 2+; [[Scholar#Field Medicine|Field Medicine]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your practiced hands quickly dress wounds, even as the tides of battle ebb and flow around you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your [[Scholar#Field Medicine|Field Medicine]] as Free Action.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, you become more skilled in healing. When you use an ability that restores health to another character, they recover additional health equal to your ranks in Medicine.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Ongoing Care|Ongoing Care]], [[Scholar#Resuscitation|Resuscitation]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Scholar&amp;diff=4851</id>
		<title>Scholar</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Scholar&amp;diff=4851"/>
		<updated>2026-09-26T19:01:41Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Scholar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Scholar =&lt;br /&gt;
Ever chasing the next discovery, Scholars balance the confidence to pursue their ideas alongside the humility to pivot when needed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Lore.&#039;&#039;&#039; If you choose Scholar as your starting path, gain a free skill rank in Lore.&lt;br /&gt;
&lt;br /&gt;
=== Erudition (Scholar Talent) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&lt;br /&gt;
&#039;&#039;You’ve conditioned your mind to quickly assimilate, archive, and recall information. After a brief but intensive study, you can navigate your newest areas of focus with&lt;br /&gt;
impressive proficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you become adroit at men­tal organization. Choose one cultural or utility exper­tise you don’t already have, and choose two different cognitive skills that aren’t Resonant skills.&amp;lt;br&amp;gt;&lt;br /&gt;
When you make a test, you count as having the chosen expertise, and you count as having one additional rank of each of the chosen skills.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this talent to gain skill ranks even if they exceed your usual maximum for skill ranks. This talent’s expertise and skill ranks are temporary and don’t count&lt;br /&gt;
toward prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
After a long rest during which you had access to a library, you can reassign any expertises and skill ranks granted by this talent. Follow the same rules to choose them as you did when you gained this talent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Scholar#Efficient Engineer|Efficient Engineer]] &amp;amp; [[Scholar#Narrative Expert|Narrative Expert]] ([[Scholar#Archaeologist|Archaeologist]])&lt;br /&gt;
*[[Scholar#Heavy Adjustment|Heavy Adjustment]] &amp;amp; [[Scholar#Proficient Operator (Inventor|Proficient Operator]] ([[Scholar#Inventor|Inventor]])&lt;br /&gt;
*[[Scholar#Mind and Body|Mind and Body]] &amp;amp; [[Scholar#Strategize|Strategize]] ([[Scholar#Strategist|Strategist]])&lt;br /&gt;
*[[Scholar#Emotional Intelligence|Emotional Intelligence]] &amp;amp; [[Scholar#Field Medicine|Field Medicine]] ([[Scholar#Surgeon|Surgeon]])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Archaeologist ==&lt;br /&gt;
&lt;br /&gt;
=== Deep Study ===&lt;br /&gt;
Prerequisite: [[Scholar#Narrative Expert|Narrative Expert]] or [[Scholar#Proficient Operator (Archaeologist)|Proficient Operator]]&lt;br /&gt;
Activation: ∞&lt;br /&gt;
Driven by academic inquiry, you love nothing more than&lt;br /&gt;
getting lost in an archive of books, scrolls, and dusty secrets.&lt;br /&gt;
When you acquire this talent, your Erudition talent&lt;br /&gt;
grants you one additional cultural or utility expertise,&lt;br /&gt;
and it grants you two additional cognitive skills that&lt;br /&gt;
aren’t surge skills. You can reassign these in the same&lt;br /&gt;
way as the others you gained from that talent.&lt;br /&gt;
&lt;br /&gt;
=== Efficient Engineer ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Solid work begins with practice and fundamentals like measuring twice before each cut. You’ve put in the hours, sweat, tears, and occasional blood to learn the basic tricks of the tinkerer’s trade.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, gain a utility expertise in Armor Crafting, Equipment Crafting, or Weapon Crafting.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain a tier 1 Trinket, such as a cannon.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you attempt to craft an item or invent a trinket (see “Crafting”, your&lt;br /&gt;
Opportunity range on those tests expands by 2, and any cost to acquire raw materials is reduced by half.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Proficient Operator (Archaeologist)|Proficient Operator]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fine Handiwork ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Efficient Engineer|Efficient Engineer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your dedication to quality and love for innovation ensure that your designs stand out from the crowd.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you craft an item or invent a Trinket, you can spend one upgrade to apply an advanced feature, instead of spending two upgrades. You can only benefit from this talent once per item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Overwhelm with Details|Overwhelm with Details]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mind of the Ancients ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Deep Study (Archaeologist|Deep Study]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 focus to give yourself the Determined condition and raise the stakes on your next test with either Intellect or Willpower.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Visions of Time|Visions of Time]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Narrative Expert ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 focus to give yourself an advantage on your next Insight or Deduction test.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Deep Study (Archaeologist)|Deep Study]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Overwhelm with Details ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Fine Handiwork|Fine Handiwork]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When speaking about a topic you’re passionate about, you do so with unsurpassed authority and at unmatched length. The uninitiated can rarely withstand such a torrent of information without becoming lost amid the data.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to make a cognitive or spiritual test using your Lore modifier instead of the usual skill modifier for that test.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proficient Operator (Archaeologist) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Expert Engineer)|Expert Engineer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You easily complete tasks that would frazzle others while under pressure.&#039;&#039;&lt;br /&gt;
When you attempt a complex task under pressure, you don’t have to Use a Skill and succeed on a test if it’s a task you could reliably and quickly complete in a more relaxing situation. Instead, you can use the Interact action as if you weren’t acting under pressure.&amp;lt;br&amp;gt;&lt;br /&gt;
For example, you might Interact to accomplish one of the following tasks in a stressful situation:&amp;lt;br&amp;gt;&lt;br /&gt;
*Tie a complex knot.&lt;br /&gt;
*Write and pass a note.&lt;br /&gt;
*Operate a vehicle.&lt;br /&gt;
*Engage multiple buttons or levers.&lt;br /&gt;
*Look something up in a book.&lt;br /&gt;
*Count currency.&lt;br /&gt;
*Load delicate cargo.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM decides whether you can use this talent to meaningfully contribute to an endeavor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Deep Study|Deep Study]], [[Scholar#Fine Handiwork|Fine Handiwork]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Visions of Time ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 4+; [[Scholar#Mind of the Ancients|Mind of the Ancients]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You tap into the Khaagaazh present in the ground and air around you, accessing the memories and identity it holds.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After spending 10 minutes attuning yourself to a location, you can spend 3 focus to perceive everything that occurred within the area currently encompassed by your senses over the last 24 hours. Make a DC 20 Deduction test to make sense of the sudden influx of information. On a failure you become Overwhelmed and can understand only enough to contextualize information you already know.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Inventor ==&lt;br /&gt;
&lt;br /&gt;
=== Acute Scrutiny ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 2+; [[Scholar#Proficient Operator (Inventor|Proficient Operator]] or [[Scholar#Hasty Adjustment|Hasty Adjustment]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your expert eye quickly spots shoddy construction and malfunctions waiting to happen. Through misdirection or outright sabotage, you ensure misfortune strikes at the perfect moment.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a character you can sense attempts to use a non-Resonant object that either belongs to them or that was present at the start of the scene, you can use this reaction and spend 1 focus to make a Crafting test against that character’s Cognitive defense. On a success, the item is no longer functional; the GM determines what happens when it malfunctions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#It&#039;s In Here Somewhere|It&#039;s In Here Somewhere]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Detonation Expert ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Out of a Jam|Out of a Jam]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Danger doesn’t dampen your flair for dramatics, but it certainly keeps you quick on your feet. Nothing lights a fire under you like a fire under you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you start your turn within 30 feet of an undetonated explosive you can sense, you gain 1 Action, which you can use only to Interact with the explosive or to Disengage or Move away from it.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you make an attack test with dynamite, you can use Lore instead of Heavy Weaponry.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, when you acquire this talent, gain the Dynamite weapon expertise.&lt;br /&gt;
&lt;br /&gt;
=== Gunsmith ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 2+; [[Scholar#Proficient Operator (Inventor)|Proficient Operator]] or [[Scholar#Hasty Adjustment|Hasty Adjustment]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Crafting firearms with bells and whistles is a fickle art but one you have an affinity for.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make a test to craft an item, your Opportunity range on that test expands by 2, and any cost to acquire raw materials is reduced by half.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain the Munitions Crafting utility expertise, which you can use to invent firearms using prototype designs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Out of a Jam|Out of a Jam]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hasty Adjustment ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’re a master of improvisational mechanics, even when time is tight. Where others see rubbish, you see a treasure trove of possibilities.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make a Crafting test either to improvise a trap or similar device, or to alter or improve a tool or machine’s utility beyond what’s typically possible. You can combine components of another tool or machine you have to gain an advantage on this test. On a success, work with the GM to determine the new item’s effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, you learn to use the Survival skill to forage for scrap materials and spare parts while in an industrial area such as a city.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Acute Scrutiny|Acute Scrutiny]], [[Scholar#Gunsmith|Gunsmith]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== It’s in Here Somewhere ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 2+; [[Scholar#Acute Scrutiny|Acute Scrutiny]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 3 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your bag is full of random creations, but moments like this demonstrate exactly why you haul everything around.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You attempt to create an item that would be useful in this scene, either using materials you have on hand or common materials you have enough gold to purchase (as if you’d purchased them in an earlier scene). Make a Crafting test to determine whether you succeed; for most items, the DC for this test is 15, but if you’re using nonstandard materials, the DC is 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Out of a Jam ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 2+; [[Scholar#Gunsmith|Gunsmith]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Tending to firearms has become second nature. You coolly attend to weapon malfunctions without missing a beat.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After a weapon within your reach runs out of loaded ammunition or breaks, you can use this reaction and spend 1 focus to reload the weapon or make a Crafting test to repair it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Detonation Expert|Detonation Expert]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proficient Operator (Inventor) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You easily complete tasks that would frazzle others while under pressure.&#039;&#039;&lt;br /&gt;
When you attempt a complex task under pressure, you don’t have to Use a Skill and succeed on a test if it’s a task you could reliably and quickly complete in a more relaxing situation. Instead, you can use the Interact action as if you weren’t acting under pressure.&amp;lt;br&amp;gt;&lt;br /&gt;
For example, you might Interact to accomplish one of the following tasks in a stressful situation:&amp;lt;br&amp;gt;&lt;br /&gt;
*Tie a complex knot.&lt;br /&gt;
*Write and pass a note.&lt;br /&gt;
*Operate a vehicle.&lt;br /&gt;
*Engage multiple buttons or levers.&lt;br /&gt;
*Look something up in a book.&lt;br /&gt;
*Count currency.&lt;br /&gt;
*Load delicate cargo.&amp;lt;br&amp;gt;&lt;br /&gt;
The GM decides whether you can use this talent to meaningfully contribute to an endeavor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Acute Scrutiny|Acute Scrutiny]], [[Scholar#Gunsmith|Gunsmith]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategist ==&lt;br /&gt;
&lt;br /&gt;
=== Composed ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Strategize|Strategize]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Through practiced composure, you push your limits without becoming distracted or losing track of threats.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current focus increase by a number equal to your tier. When your tier increases by 1, your maximum and current focus do as well &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Contingency|Contingency]], [[Scholar#Deep Contemplation|Deep Contemplation]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contingency ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Composed|Composed]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;History is strewn with the debris of those who failed to learn from the past. You’re determined not to join them, so you prepare for anything that might derail your plans.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an ally you can influence within 20 feet of you rolls a Complication, you can use this reaction and spend 2 focus to remove a Complication from their test.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Turning Point|Turning Point]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Deep Contemplation ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 2+; [[Scholar#Composed|Composed]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You methodically search your mental archives for facts and information to help resolve your current situation.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Reassign up to 2 of the skills and expertises gained from your [[Scholar#Erudition (Scholar Talent)|Erudition talent]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Keen Insight|Keen Insight]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Keen Insight ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Deep Contemplation|Deep Contemplation]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Everyone has weaknesses—and you have a knack for uncovering and exploiting them.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you succeed on a test to Gain Advantage, you exploit one of your target’s crucial traits, strengths, or flaws. Unless the target resists your influence, they gain a disadvantage on their next test during this encounter.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Know Your Moment ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 2+; [[Scholar#Mind and Body|Mind and Body]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Conflict follows its own beat, rising and falling as powers struggle for dominance. Your knowledge of strategy, rhetoric, and history guides you on when to act for greatest effect.&amp;lt;br&amp;gt;&lt;br /&gt;
After the beginning of each round, each of your defenses increases by 2 until the start of your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mind and Body ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You expand your intensive studies to include martial arts and fitness in addition to the cerebral arts.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your [[Scholar#Erudition (Scholar Talent)|Erudition talent]] grants you an additional skill, and you can use Erudition to choose physical skills that aren’t Resonant skills. Additionally, gain one weapon expertise of your choice.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Know Your Moment|Know Your Moment]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Strategize ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You carefully observe and assess your problem from novel angles, creating a cunning plan to remove an obstacle, gain the edge, or counter a foe’s next move.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you succeed on a test to Gain Advantage using a skill gained from your [[Scholar#Erudition (Scholar Talent)|Erudition talent]], you can choose an ally you can influence. That ally gains the benefits of your Gain Advantage action instead of you. When you use this talent, you can also spend 2 focus to prevent the target of your Gain Advantage from using reactions against the ally you chose until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Composed|Composed]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Turning Point ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Scholar#Contingency|Contingency]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&lt;br /&gt;
&#039;&#039;Battles often pivot on a single crucial moment. Through studying the history of warfare, you learn to identify such opportunities and gain the upper hand.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, you can spend 2 focus to find a weakness in an opposing group’s strategy. Make a Deduction test against the Cognitive defense of the top-ranking enemy leader in this scene; to target this leader, you must be able to sense them. If you took a slow turn, you gain an advantage on this test. On a success, you and your allies you can influence gain an additional action on your next turns.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Surgeon ==&lt;br /&gt;
&lt;br /&gt;
=== Anatomical Insight ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Field Medicine|Field Medicine]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your anatomical knowledge aids you in striking vital points to incapacitate enemies while minimizing permanent harm.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a target of your size or smaller with an unarmed attack, you can spend 1 focus or Opportunity to apply the Exhausted condition to your target. The penalty applied by this condition equals half your ranks in Medicine, rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Applied Medicine ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 2+; [[Scholar#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
Activation: Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve studied chemistry, anatomy, social behavior, and much more. Thanks to this broad foundation, you practice the complex art of healing with flexibility and confidence.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cause a character to recover health, they recover additional health equal to your ranks in Lore.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Collected ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Emotional Intelligence|Emotional Intelligence]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You remain mindful of your immediate goals without losing sight of your deeper value, staying even-keeled amid chaos.&#039;&#039;&lt;br /&gt;
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Applied Medicine|Applied Medicine]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Emotional Intelligence ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hone your intuition and understanding of others, enabling you to spot easy-to-miss signs of hidden symptoms and complicated feelings.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your [[Scholar#Erudition (Scholar Talent)|Erudition talent]] grants you an additional skill, and you can use Erudition to choose spiritual skills that aren’t Resonant skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain a utility expertise in Diagnosis.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Field Medicine ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Medicine 1+; [[Scholar#Erudition (Scholar Talent)|Erudition key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You treat a comrade’s minor wound by bandaging their wound, applying salves, or resetting a dislocated joint.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a DC 15 Medicine test to treat a conscious willing character within your reach, and roll the target’s recovery die as part of this test. You gain a&lt;br /&gt;
disadvantage if you’re treating yourself. On a success, your target recovers health equal to the result of their recovery die + your ranks in Medicine. On a failure, your target only recovers health equal to the result of their recovery die.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Anatomical Insight|Anatomical Insight]], [[Scholar#Swift Healer|Swift Healer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ongoing Care ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Lore 3+; [[Scholar#Swift Healer|Swift Healer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Medical care can be an arduous process that requires patience and periodic reassessment. You’ve studied the connection between physical and mental health, learning to support both on the long road to recovery.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can forgo the usual benefits of a short or long rest to instead spend that time treating an ally within your reach. After that rest, make a DC 10 Medicine test, increasing the difficulty by 5 for each injury the target has beyond the first. On a success, you remove a single condition or similar effect caused by one of the target’s injuries (but the injury itself remains until healed).&amp;lt;br&amp;gt;&lt;br /&gt;
A target can’t benefit from this talent more than once every 24 hours (or 1 day).&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Mental Health Care.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resuscitation ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Medicine 3+; [[Scholar#Swift Healer|Swift Healer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You efficiently treat a mortally wounded creature, seeking to pull them back from the brink by applying a tourniquet, administering an antidote, or even restarting failed organs.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your [[Scholar#Field Medicine|Field Medicine talent]] to attempt to resuscitate a fallen character. When you do, spend 3 focus (instead of 1) to target a character within your reach who is Unconscious or who died within a number of rounds equal to your ranks in Medicine.&amp;lt;br&amp;gt;&lt;br /&gt;
That talent’s test DC increases by 5 for each injury the target has beyond the first. On a failure, the target doesn’t recover health. On a success, the target recovers health as usual for that talent, and if they were dead, they return to life. If they were Unconscious, they can choose to remove that condition.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Swift Healer ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Medicine 2+; [[Scholar#Field Medicine|Field Medicine]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your practiced hands quickly dress wounds, even as the tides of battle ebb and flow around you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your [[Scholar#Field Medicine|Field Medicine]] as Free Action.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, you become more skilled in healing. When you use an ability that restores health to another character, they recover additional health equal to your ranks in Medicine.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Scholar#Ongoing Care|Ongoing Care]], [[Scholar#Resuscitation|Resuscitation]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Warrior&amp;diff=4850</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Warrior&amp;diff=4850"/>
		<updated>2026-09-26T18:22:28Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Warrior */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Warrior =&lt;br /&gt;
Though combat requires much action, success starts in the mind. Victory requires not only aggression, but endurance and adaptability; a Warrior trains in all three until their instincts are sharper than their opponent’s blade.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill:&#039;&#039;&#039; Athletics. If you choose Warrior as your starting path, gain a free skill rank in Athletics.&lt;br /&gt;
&lt;br /&gt;
=== Vigilant Stance (Warrior Talent) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You study special fighting styles to face various foes and strategies. The most basic of these postures emphasizes alertness and quick responses to oncoming threats.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn to use stances.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin with Vigilant Stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vigilant Stance.&#039;&#039;&#039; While in this stance, reduce the focus cost of your Dodge and Reactive Strike reactions by 1. Additionally, you can enter another stance&lt;br /&gt;
you know as a Free Action.&amp;lt;br&amp;gt;&lt;br /&gt;
You can enter a stance you know by using that talent’s stated number of actions. Your stance ends if you either end it as a Free Action, enter another stance, or end the scene. While in a stance, you temporarily gain any actions, bonuses, and other effects it grants; these effects end when the stance does.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, you can only use stances during combat, not during other scenes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Warrior#Surefooted (Brawler)|Surefooted]] &amp;amp; [[Warrior#Grappler&#039;s Stance|Grappler’s Stance]] ([[Warrior#Brawler|Brawler]])&lt;br /&gt;
*[[Warrior#Aegis Stance|Aegis Stance]] &amp;amp; [[Warrior#Valiant Intervention|Valiant Intervention]] ([[Warrior#Bulwark|Bulwark]])&lt;br /&gt;
*[[Warrior#Flamestance|Flamestance]] &amp;amp; [[Warrior#Practiced Kata|Practiced Kata]] ([[Warrior#Duelist|Duelist]])&lt;br /&gt;
*[[Warrior#Combat Training (Infantry)|Combat Training]] &amp;amp; [[Warrior#Viper Stance|Viper Stance]] ([[Warrior#Infantry|Infantry]])&lt;br /&gt;
*[[Warrior#Cautious Advance|Cautious Advance]] &amp;amp; [[Warrior#Combat Training (Soldier)|Combat Training]] ([[Warrior#Soldier|Soldier]])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Brawler ==&lt;br /&gt;
&lt;br /&gt;
=== Baleful ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Grappler&#039;s Stance|Grappler’s Stance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a severe stare, you crack the resolve of all but the most&lt;br /&gt;
composed adversaries.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
To resist your influence, a character must spend additional focus equal to your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Bruiser&#039;s Stance|Bruiser&#039;s Stance]], [[Warrior#Pulse of Battle|Pulse of Battle]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Battle-Hardened ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 3+; [[Warrior#Bruiser&#039;s Stance|Bruiser&#039;s Stance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve spilled blood—both yours and your foes—across many arenas, and you’ve survived through ferocity, grit, and hard-earned instincts.&#039;&#039;&amp;lt;bR&amp;gt;&lt;br /&gt;
Once per round, you can reroll one of the following dice when its result is lower than your ranks in Athletics: a recovery die, a damage die for an unarmed attack or improvised weapon, or an injury roll’s d20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bruiser’s Stance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 2+; [[Warrior#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You shift your weight and position to fend off multiple foes, staying alert to threats from all directions.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bruiser’s Stance.&#039;&#039;&#039; While in this stance, increase your Physical defense by 1 for each enemy within your reach (maximum of +5). Additionally, when an enemy triggers a Reactive Strike, you can make that Reactive Strike without spending a Reaction. When you do, you must spend focus as usual, and you must attack them with an unarmed strike or improvised weapon. You can only attack each enemy in this way once per round.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Battle-Hardened|Battle-Hardened]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Grappler’s Stance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 1+; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You position yourself to seize and toss your foes, ready to spring in close or push aside the barrel of a gun as fast as your enemy can draw it.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Grappler’s Stance.&#039;&#039;&#039; While in this stance, you gain an advantage on non-attack Athletics tests, and you can Grapple or Shove as 1 Action (instead of 2 Actions). Additionally, an enemy within your reach must spend an additional when they draw a weapon or use an action to attack with a ranged weapon. (If multiple characters in Grappler’s Stance can reach that enemy, this effect doesn’t stack.)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pulse of Battle ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you get into the flow of the fight, time seems to slow. You instinctively deflect glancing blows and sense when to lean in for a counterattack.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you’re grazed by an attack, you can choose one of the following effects (no action needed):&amp;lt;br&amp;gt;&lt;br /&gt;
*Increase your deflect value against that attack by 1, and recover 1 focus.&lt;br /&gt;
*Spend 2 focus to gain an additional Reaction.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Wallop|Wallop]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Roll With the Punches ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Warrior#Surefooted (Brawler)|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You use your enemy’s ferocity to your advantage, moving nimbly through the gaps created by their strikes.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you’re hit or grazed by an attack, you can use this Reaction to move up to half your movement rate without triggering Reactive Strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Surefooted (Brawler) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You move through treacherous terrain with confidence and speed.&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your movement rate by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Roll With the Punches|Roll With the Punches]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wallop ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 3+; [[Warrior#Pulse of Battle|Pulse of Battle]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You slide past an attack to deliver a devastating counterpunch that disorients your foe, disarms them, or even knocks them off their feet.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an enemy within 10 feet of you misses or grazes you with an attack, you can use this reaction and spend 2 focus to move up to half your movement rate, then make an unarmed attack against the Spiritual defense of your attacker. When you roll damage for this attack, add an extra 2d6 damage. This attack ignores your target’s deflect value.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend Opportunities from this attack to apply one of the following effects:&lt;br /&gt;
*&#039;&#039;&#039;Bellringer.&#039;&#039;&#039; The target becomes Disoriented until the end of your next turn.&lt;br /&gt;
*&#039;&#039;&#039;Disarm.&#039;&#039;&#039; The target must succeed on an Agility test (DC equals your attack test result) or drop one weapon they’re holding. You can either pick up that weapon or push it up to 10 feet away (no action needed).&lt;br /&gt;
*&#039;&#039;&#039;Knockdown.&#039;&#039;&#039; The target is knocked Prone.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Wallop becomes more powerful as your tier increases: at tier 3, you can target an enemy within 15 feet and you roll an extra 4d6 damage (instead of 2d6); at tier 4, you can target an enemy within 20 feet and you roll an extra 6d6 damage; and at tier 5, you can target an enemy within 25 feet and you roll an extra 8d6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bulwark ==&lt;br /&gt;
&lt;br /&gt;
=== Aegis Stance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 1+; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aegis Stance.&#039;&#039;&#039; Your Deflect increases by 1. Terrain within your melee reach is difficult terrain for your enemies. Adjacent allies can Brace behind you or your shield.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, gain expertise in shields and an armor of your choice.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#I&#039;m Not Done With You|I&#039;m Not Done With You]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Behind You! ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Valiant Intervention|Valiant Intervention]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Honing your keen eye for danger and constant awareness of your surroundings, you skillfully anticipate threats and direct your allies out of harm’s way.&#039;&#039;&lt;br /&gt;
When a willing ally you can sense and influence meets the conditions for the Avoid Danger or Dodge reaction, you can use that reaction as if you were in their space, spending the reaction and any focus costs on their behalf, and otherwise granting them the benefits of that action instead of you.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, at the beginning of combat and at the start of each of your turns, you gain an additional Reaction, which you can use only for this talent’s effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy (Bulwark) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Valiant Intervention|Valiant Intervention]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Imposing Stance|Imposing Stance]], [[Warrior#Wary (Bulwark)|Wary]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== I&#039;m Not Done With You ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 2+; [[Warrior#Aegis Stance|Aegis Stance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&lt;br /&gt;
When you successfully hit with a Reactive Strike, you can spend 1 focus to force your target to remain in their original location. They are immobilized until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Imposing Stand ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 2+; [[Warrior#Hardy (Bulwark)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
[[Warrior#Valiant Intervention|Valiant Intervention]] prevents Reactive Strikes against you. Spend focus up to your ranks in Intimidation to add that many targets for Valiant Intervention.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Iron Will|Iron Will]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Iron Will ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 4+; [[Warrior#Imposing Stand|Imposing Stand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
Before your health drops to 0, it instead becomes equal to your Discipline modifier. You must complete a long rest before you can use this again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Valiant Intervention ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You dauntlessly approach your opposition, daring them to ignore you at their peril.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to move up to 10 feet, then make an Athletics test against the Spiritual defense of an enemy you can influence. On a success, they gain a disadvantage on tests against your allies until the end of the target’s next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
A target can resist this influence, but after they do, you gain an advantage on your next test against them until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Behind You!|Behind You!]], [[Warrior#Hardy (Bulwark)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wary (Bulwark) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 3+; [[Warrior#Hardy (Bulwark)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Through your experience living in dangerous locations, you’ve learned to stay focused and respond quickly to unexpected hazards.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you have 1 or more focus, you can’t be Surprised.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you resist influence or lose focus involuntarily, reduce the amount of focus lost by your ranks in Discipline (to a minimum of 1 focus lost).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Duelist ==&lt;br /&gt;
&lt;br /&gt;
=== Feinting Strike ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 2+; [[Warrior#Flamestance|Flamestance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You intimidatingly press your opponent’s defenses—and their nerves—hoping to expose a fatal gap.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to make a melee weapon attack against a target’s Cognitive defense. On a hit, your target also loses 1 Reaction and loses focus equal to your ranks in Intimidation. On a graze, they lose half as much focus (rounded up) and doesn&#039;t lose the Reaction.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend an Opportunity from this test to gain 2 Actions, which you can use only to Strike or activate a stance.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Vinestance|Vinestance]], [[Warrior#Wit&#039;s End|Wit&#039;s End]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flamestance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 1+; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You enter an aggressive, squared stance that favors swift flurries of decisive blows.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flamestance.&#039;&#039;&#039; While in this stance, you gain an advantage on Intimidation tests. Additionally, while there is exactly one enemy within your reach and none of your allies are within the reach of that enemy or you, you can use a Free Action to gain 1 Action, which you can spend only to Gain Advantage or use an action that includes an attack test targeting that enemy.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Signature Weapon|Signature Weapon]], [[Warrior#Feinting Strike|Feinting Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ironstance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Warrior#Practiced Kata|Practiced Kata]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hold your weapon high, prepared to deliver a crushing blow downward when your opponent shows weakness.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&lt;br /&gt;
&#039;&#039;&#039;Ironstance.&#039;&#039;&#039; While in this stance, you gain an advantage on Insight tests. Additionally, when a character within your reach misses you or grazes you with an attack, you can use Reactive Strike against them as if they had voluntarily left your reach.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Surefooted (Duelist)|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Practiced Kata ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your study of martial kata and other forms has taught you that your stance in conversation is as important as in battle. With practiced poise, you project the exact attitude you want through body language and positioning.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you can use fighting stances in conversation and endeavor scenes, in addition to combat. Activating or changing a stance during a conversation or endeavor costs 1 focus and counts as your contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you aren’t Surprised when a combat, conversation, or endeavor scene begins, you can enter Vigilant Stance at the beginning of that scene (no action required).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Ironstance|Ironstance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Signature Weapon ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Flamestance|Flamestance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have trained extensively with a particular weapon and can exploit all the advantages it offers.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, gain one weapon expertise. Then choose one weapon type in which you have an expertise and denote it in parentheses after this talent’s name on your character sheet; for example, “Signature Weapon (Longspear).”&amp;lt;br&amp;gt;&lt;br /&gt;
Your Opportunity range for tests using this weapon type expands by 1. When you reach tier 3, this Oppor­tunity range instead expands by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Surefooted (Duelist) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Ironstance|Ironstance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You move through treacherous terrain with confidence and speed.&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your movement rate by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Roll With the Punches|Roll With the Punches]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vinestance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 3+; [[Warrior#Feinting Strike|Feinting Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You assume a flexible stance, allowing you to quickly switch between inexorable advances and rapid reactions to wear down your foe.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vinestance.&#039;&#039;&#039; Your Physical and Cognitive defenses increase by 1. Additionally, after you’re hit or grazed by a melee attack, you can use to make an Athletics test against your attacker’s Cognitive defense. On a success, your target loses 1d4 focus, and you can push them horizontally up to 5 feet × your ranks in Athletics.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wit’s End ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 3+; [[Warrior#Feinting Strike|Feinting Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Battles are won and lost in moments of brief inattention or exhaustion. You create and exploit these opportunities, patiently waiting to vanquish your foe in a single stroke.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to move up to half your movement rate, then make a melee weapon attack against the Cognitive defense of a target who has 0 focus. This attack ignores your target’s deflect value and deals an extra 4d6 damage on a hit. It can’t graze, only miss or hit.&amp;lt;br&amp;gt;&lt;br /&gt;
This talent becomes more powerful as your tier increases: at tier 3, you roll an extra 6d6 damage (instead of 4d6); at tier 4, you instead roll an extra 8d6 damage; and at tier 5, you instead roll an extra 10d6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
=== Bastion Stance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Warrior#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bastion Stance.&#039;&#039;&#039; While in this stance, you gain an advantage on Insight tests.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when a character grazes or misses you, you can make a melee or ranged Reactive Strike against your attacker. If your Reactive Strike is a ranged attack, raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Swift Strikes (Infantry)|Swift Strikes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat Training (Infantry) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve been trained in the basics of weaponry and elementary battle tactics.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, when you miss on a weapon attack, you can graze one target without spending focus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a weapon expertise and an armor expertise of your choice, and gain a cultural expertise in Military Life.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Hardy (Infantry)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Comrades in Arms ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Wary (Infantry|Wary]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation.&amp;lt;br&amp;gt;&lt;br /&gt;
Soldiers, warriors, and characters with the Military Life expertise must spend additional focus equal to your ranks in Discipline to resist your influence.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you successfully influence such a character, you gain an Opportunity.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Viper Stance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 1+; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Viper Stance.&#039;&#039;&#039; While in this stance, you gain advantage on Finesse tests.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, at the start of your next turn, gain 2 Actions, and then leave Viper Stance.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Terrifying Jolt|Terrifying Jolt]], [[Warrior#Wary (Infantry)|Wary]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy (Infantry) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Combat Training (Infantry)|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Swift Strikes (Infantry) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Bastion Stance|Bastion Stance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You instinctively follow the tempo of battle, keeping the pressure on your foes at critical moments.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a second Strike action with a hand you already used for a Strike this turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Terrifying Jolt ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Warrior#Viper Stance|Viper Stance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You place your shots for maximum psychological effect, keeping your enemies’ heads down even when you can’t hit them.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you graze a target with an attack that deals keen damage, they lose 1 focus. If this reduces their focus to 0, they become Surprised until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wary (Infantry) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 3+; [[Warrior#Viper Stance|Viper Stance]] or [[Warrior#Hardy (Infantry)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Through your experience living in dangerous locations, you’ve learned to stay focused and respond quickly to unexpected hazards.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you have 1 or more focus, you can’t be Surprised.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you resist influence or lose focus involuntarily, reduce the amount of focus lost by your ranks in Discipline (to a minimum of 1 focus lost).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Comrade in Arms|Comrade in Arms]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Soldier ==&lt;br /&gt;
&lt;br /&gt;
=== Cautious Advance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 1+; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You understand the hazards in your environment and the flow of battle, helping you find the safest path across the battlefield.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Move up to half your movement rate, ignoring difficult terrain, then gain that can be spent only on the Brace or Gain Advantage actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Defensive Position|Defensive Position]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat Training (Soldier) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve been trained in the basics of weaponry and elementary battle tactics.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, when you miss on a weapon attack, you can graze one target without spending focus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a weapon expertise and an armor expertise of your choice, and gain a cultural expertise in Military Life.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Devastating Blow|Devastating Blow]], [[Warrior#Hardy (Soldier)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Defensive Position ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Warrior#Cautious Advance|Cautious Advance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve learned when to withdraw and when to commit to a position, holding it unflinchingly.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Brace action adds two disadvantages to attacks against you, instead of one.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, while you’re using a shield to Brace, allies within 5 feet of you can Brace as if they had cover or a shield.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Formation Drills|Formation Drills]], [[Warrior#Wary (Soldier)|Wary]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Devastating Blow ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 3+; [[Warrior#Combat Training (Soldier)|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Delivering a fatal strike requires not only skill, but resolve. You’ve learned to set aside any natural aversion to harming others, and when you strike to kill, you do so without mercy or hesitation.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make a melee weapon attack against the Physical defense of a target. When you roll damage for this attack, add an extra 2d8 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
This talent becomes more powerful as your tier increases: at tier 3, you roll an extra 3d8 damage (instead of 2d8); at tier 4, you instead roll an extra 4d8 damage; and at tier 5, you instead roll an extra 5d8 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Formation Drills ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 2+; [[Warrior#Defensive Position|Defensive Position]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You coordinate your allies to march in a defensive formation with you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While an ally within 10 feet of you benefits from the Brace action, they also benefit from your Defensive Position as if they had that talent themself.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy (Soldier) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Combat Training (Soldier)|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Swift Strikes (Soldier)|Swift Strikes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Swift Strikes (Soldier) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Hardy (Soldier)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You instinctively follow the tempo of battle, keeping the pressure on your foes at critical moments.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a second Strike action with a hand you already used for a Strike this turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wary (Soldier) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 3+; [[Warrior#Defensive Position|Defensive Position]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Through your experience living in dangerous locations, you’ve learned to stay focused and respond quickly to unexpected hazards.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you have 1 or more focus, you can’t be Surprised.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you resist influence or lose focus involuntarily, reduce the amount of focus lost by your ranks in Discipline (to a minimum of 1 focus lost).&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Warrior&amp;diff=4849</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Warrior&amp;diff=4849"/>
		<updated>2026-09-26T18:08:41Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Warrior */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Warrior =&lt;br /&gt;
Though combat requires much action, success starts in the mind. Victory requires not only aggression, but endurance and adaptability; a Warrior trains in all three until their instincts are sharper than their opponent’s blade.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill:&#039;&#039;&#039; Athletics. If you choose Warrior as your starting path, gain a free skill rank in Athletics.&lt;br /&gt;
&lt;br /&gt;
=== Vigilant Stance (Warrior Talent) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You study special fighting styles to face various foes and strategies. The most basic of these postures emphasizes alertness and quick responses to oncoming threats.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn to use stances.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin with Vigilant Stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vigilant Stance.&#039;&#039;&#039; While in this stance, reduce the focus cost of your Dodge and Reactive Strike reactions by 1. Additionally, you can enter another stance&lt;br /&gt;
you know as a Free Action.&amp;lt;br&amp;gt;&lt;br /&gt;
You can enter a stance you know by using that talent’s stated number of actions. Your stance ends if you either end it as a Free Action, enter another stance, or end the scene. While in a stance, you temporarily gain any actions, bonuses, and other effects it grants; these effects end when the stance does.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, you can only use stances during combat, not during other scenes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Warrior#Surefooted (Brawler)|Surefooted]] &amp;amp; [[Warrior#Grappler&#039;s Stance|Grappler’s Stance]] ([[Warrior#Brawler|Brawler]])&lt;br /&gt;
*[[Warrior#Aegis Stance|Aegis Stance]] &amp;amp; [[Warrior#Valiant Intervention|Valiant Intervention]] ([[Warrior#Bulwark|Bulwark]])&lt;br /&gt;
*[[Warrior#Flamestance|Flamestance]] &amp;amp; [[Warrior#Practiced Kata|Practiced Kata]] ([[Warrior#Duelist|Duelist]])&lt;br /&gt;
*[[Warrior#Combat Training (Infantry)|Combat Training]] &amp;amp; [[Warrior#Flicker Stance|Flicker Stance]] ([[Warrior#Infantry|Infantry]])&lt;br /&gt;
*[[Warrior#Cautious Advance|Cautious Advance]] &amp;amp; [[Warrior#Combat Training (Soldier)|Combat Training]] ([[Warrior#Soldier|Soldier]])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Brawler ==&lt;br /&gt;
&lt;br /&gt;
=== Baleful ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Grappler&#039;s Stance|Grappler’s Stance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a severe stare, you crack the resolve of all but the most&lt;br /&gt;
composed adversaries.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
To resist your influence, a character must spend additional focus equal to your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Bruiser&#039;s Stance|Bruiser&#039;s Stance]], [[Warrior#Pulse of Battle|Pulse of Battle]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Battle-Hardened ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 3+; [[Warrior#Bruiser&#039;s Stance|Bruiser&#039;s Stance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve spilled blood—both yours and your foes—across many arenas, and you’ve survived through ferocity, grit, and hard-earned instincts.&#039;&#039;&amp;lt;bR&amp;gt;&lt;br /&gt;
Once per round, you can reroll one of the following dice when its result is lower than your ranks in Athletics: a recovery die, a damage die for an unarmed attack or improvised weapon, or an injury roll’s d20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bruiser’s Stance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 2+; [[Warrior#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You shift your weight and position to fend off multiple foes, staying alert to threats from all directions.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bruiser’s Stance.&#039;&#039;&#039; While in this stance, increase your Physical defense by 1 for each enemy within your reach (maximum of +5). Additionally, when an enemy triggers a Reactive Strike, you can make that Reactive Strike without spending a Reaction. When you do, you must spend focus as usual, and you must attack them with an unarmed strike or improvised weapon. You can only attack each enemy in this way once per round.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Battle-Hardened|Battle-Hardened]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Grappler’s Stance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 1+; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You position yourself to seize and toss your foes, ready to spring in close or push aside the barrel of a gun as fast as your enemy can draw it.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Grappler’s Stance.&#039;&#039;&#039; While in this stance, you gain an advantage on non-attack Athletics tests, and you can Grapple or Shove as 1 Action (instead of 2 Actions). Additionally, an enemy within your reach must spend an additional when they draw a weapon or use an action to attack with a ranged weapon. (If multiple characters in Grappler’s Stance can reach that enemy, this effect doesn’t stack.)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pulse of Battle ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you get into the flow of the fight, time seems to slow. You instinctively deflect glancing blows and sense when to lean in for a counterattack.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you’re grazed by an attack, you can choose one of the following effects (no action needed):&amp;lt;br&amp;gt;&lt;br /&gt;
*Increase your deflect value against that attack by 1, and recover 1 focus.&lt;br /&gt;
*Spend 2 focus to gain an additional Reaction.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Wallop|Wallop]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Roll With the Punches ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Warrior#Surefooted (Brawler)|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You use your enemy’s ferocity to your advantage, moving nimbly through the gaps created by their strikes.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you’re hit or grazed by an attack, you can use this Reaction to move up to half your movement rate without triggering Reactive Strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Surefooted (Brawler) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You move through treacherous terrain with confidence and speed.&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your movement rate by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Roll With the Punches|Roll With the Punches]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wallop ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 3+; [[Warrior#Pulse of Battle|Pulse of Battle]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You slide past an attack to deliver a devastating counterpunch that disorients your foe, disarms them, or even knocks them off their feet.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an enemy within 10 feet of you misses or grazes you with an attack, you can use this reaction and spend 2 focus to move up to half your movement rate, then make an unarmed attack against the Spiritual defense of your attacker. When you roll damage for this attack, add an extra 2d6 damage. This attack ignores your target’s deflect value.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend Opportunities from this attack to apply one of the following effects:&lt;br /&gt;
*&#039;&#039;&#039;Bellringer.&#039;&#039;&#039; The target becomes Disoriented until the end of your next turn.&lt;br /&gt;
*&#039;&#039;&#039;Disarm.&#039;&#039;&#039; The target must succeed on an Agility test (DC equals your attack test result) or drop one weapon they’re holding. You can either pick up that weapon or push it up to 10 feet away (no action needed).&lt;br /&gt;
*&#039;&#039;&#039;Knockdown.&#039;&#039;&#039; The target is knocked Prone.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Wallop becomes more powerful as your tier increases: at tier 3, you can target an enemy within 15 feet and you roll an extra 4d6 damage (instead of 2d6); at tier 4, you can target an enemy within 20 feet and you roll an extra 6d6 damage; and at tier 5, you can target an enemy within 25 feet and you roll an extra 8d6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bulwark ==&lt;br /&gt;
&lt;br /&gt;
=== Aegis Stance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 1+; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aegis Stance.&#039;&#039;&#039; Your Deflect increases by 1. Terrain within your melee reach is difficult terrain for your enemies. Adjacent allies can Brace behind you or your shield.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, gain expertise in shields and an armor of your choice.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#I&#039;m Not Done With You|I&#039;m Not Done With You]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Behind You! ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Valiant Intervention|Valiant Intervention]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Honing your keen eye for danger and constant awareness of your surroundings, you skillfully anticipate threats and direct your allies out of harm’s way.&#039;&#039;&lt;br /&gt;
When a willing ally you can sense and influence meets the conditions for the Avoid Danger or Dodge reaction, you can use that reaction as if you were in their space, spending the reaction and any focus costs on their behalf, and otherwise granting them the benefits of that action instead of you.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, at the beginning of combat and at the start of each of your turns, you gain an additional Reaction, which you can use only for this talent’s effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy (Bulwark) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Valiant Intervention|Valiant Intervention]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Imposing Stance|Imposing Stance]], [[Warrior#Wary (Bulwark)|Wary]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== I&#039;m Not Done With You ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 2+; [[Warrior#Aegis Stance|Aegis Stance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&lt;br /&gt;
When you successfully hit with a Reactive Strike, you can spend 1 focus to force your target to remain in their original location. They are immobilized until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Imposing Stand ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 2+; [[Warrior#Hardy (Bulwark)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
[[Warrior#Valiant Intervention|Valiant Intervention]] prevents Reactive Strikes against you. Spend focus up to your ranks in Intimidation to add that many targets for Valiant Intervention.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Iron Will|Iron Will]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Iron Will ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 4+; [[Warrior#Imposing Stand|Imposing Stand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
Before your health drops to 0, it instead becomes equal to your Discipline modifier. You must complete a long rest before you can use this again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Valiant Intervention ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You dauntlessly approach your opposition, daring them to ignore you at their peril.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to move up to 10 feet, then make an Athletics test against the Spiritual defense of an enemy you can influence. On a success, they gain a disadvantage on tests against your allies until the end of the target’s next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
A target can resist this influence, but after they do, you gain an advantage on your next test against them until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Behind You!|Behind You!]], [[Warrior#Hardy (Bulwark)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wary (Bulwark) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 3+; [[Warrior#Hardy (Bulwark)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Through your experience living in dangerous locations, you’ve learned to stay focused and respond quickly to unexpected hazards.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you have 1 or more focus, you can’t be Surprised.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you resist influence or lose focus involuntarily, reduce the amount of focus lost by your ranks in Discipline (to a minimum of 1 focus lost).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Duelist ==&lt;br /&gt;
&lt;br /&gt;
=== Feinting Strike ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 2+; [[Warrior#Flamestance|Flamestance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You intimidatingly press your opponent’s defenses—and their nerves—hoping to expose a fatal gap.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to make a melee weapon attack against a target’s Cognitive defense. On a hit, your target also loses 1 Reaction and loses focus equal to your ranks in Intimidation. On a graze, they lose half as much focus (rounded up) and doesn&#039;t lose the Reaction.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend an Opportunity from this test to gain 2 Actions, which you can use only to Strike or activate a stance.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Vinestance|Vinestance]], [[Warrior#Wit&#039;s End|Wit&#039;s End]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flamestance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 1+; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You enter an aggressive, squared stance that favors swift flurries of decisive blows.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flamestance.&#039;&#039;&#039; While in this stance, you gain an advantage on Intimidation tests. Additionally, while there is exactly one enemy within your reach and none of your allies are within the reach of that enemy or you, you can use a Free Action to gain 1 Action, which you can spend only to Gain Advantage or use an action that includes an attack test targeting that enemy.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Signature Weapon|Signature Weapon]], [[Warrior#Feinting Strike|Feinting Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ironstance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Warrior#Practiced Kata|Practiced Kata]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hold your weapon high, prepared to deliver a crushing blow downward when your opponent shows weakness.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&lt;br /&gt;
&#039;&#039;&#039;Ironstance.&#039;&#039;&#039; While in this stance, you gain an advantage on Insight tests. Additionally, when a character within your reach misses you or grazes you with an attack, you can use Reactive Strike against them as if they had voluntarily left your reach.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Surefooted (Duelist)|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Practiced Kata ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your study of martial kata and other forms has taught you that your stance in conversation is as important as in battle. With practiced poise, you project the exact attitude you want through body language and positioning.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you can use fighting stances in conversation and endeavor scenes, in addition to combat. Activating or changing a stance during a conversation or endeavor costs 1 focus and counts as your contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you aren’t Surprised when a combat, conversation, or endeavor scene begins, you can enter Vigilant Stance at the beginning of that scene (no action required).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Ironstance|Ironstance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Signature Weapon ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Flamestance|Flamestance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have trained extensively with a particular weapon and can exploit all the advantages it offers.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, gain one weapon expertise. Then choose one weapon type in which you have an expertise and denote it in parentheses after this talent’s name on your character sheet; for example, “Signature Weapon (Longspear).”&amp;lt;br&amp;gt;&lt;br /&gt;
Your Opportunity range for tests using this weapon type expands by 1. When you reach tier 3, this Oppor­tunity range instead expands by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Surefooted (Duelist) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Ironstance|Ironstance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You move through treacherous terrain with confidence and speed.&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your movement rate by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Roll With the Punches|Roll With the Punches]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vinestance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 3+; [[Warrior#Feinting Strike|Feinting Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You assume a flexible stance, allowing you to quickly switch between inexorable advances and rapid reactions to wear down your foe.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vinestance.&#039;&#039;&#039; Your Physical and Cognitive defenses increase by 1. Additionally, after you’re hit or grazed by a melee attack, you can use to make an Athletics test against your attacker’s Cognitive defense. On a success, your target loses 1d4 focus, and you can push them horizontally up to 5 feet × your ranks in Athletics.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wit’s End ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 3+; [[Warrior#Feinting Strike|Feinting Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Battles are won and lost in moments of brief inattention or exhaustion. You create and exploit these opportunities, patiently waiting to vanquish your foe in a single stroke.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to move up to half your movement rate, then make a melee weapon attack against the Cognitive defense of a target who has 0 focus. This attack ignores your target’s deflect value and deals an extra 4d6 damage on a hit. It can’t graze, only miss or hit.&amp;lt;br&amp;gt;&lt;br /&gt;
This talent becomes more powerful as your tier increases: at tier 3, you roll an extra 6d6 damage (instead of 4d6); at tier 4, you instead roll an extra 8d6 damage; and at tier 5, you instead roll an extra 10d6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
=== Bastion Stance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Warrior#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bastion Stance.&#039;&#039;&#039; While in this stance, you gain an advantage on Insight tests.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when a character grazes or misses you, you can make a melee or ranged Reactive Strike against your attacker. If your Reactive Strike is a ranged attack, raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Swift Strikes (Infantry)|Swift Strikes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat Training (Infantry) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve been trained in the basics of weaponry and elementary battle tactics.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, when you miss on a weapon attack, you can graze one target without spending focus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a weapon expertise and an armor expertise of your choice, and gain a cultural expertise in Military Life.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Hardy (Infantry)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Comrades in Arms ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Wary (Infantry|Wary]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation.&amp;lt;br&amp;gt;&lt;br /&gt;
Soldiers, warriors, and characters with the Military Life expertise must spend additional focus equal to your ranks in Discipline to resist your influence.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you successfully influence such a character, you gain an Opportunity.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flicker Stance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 1+; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flicker Stance.&#039;&#039;&#039; While in this stance, you gain advantage on Finesse tests.&amp;lt;br&amp;gt;&lt;br /&gt;
(CHANGE? Additionally, your weapons with the Reconfigure trait gain Quick Draw, and you can activate the Reconfigure weapon trait as ▷.)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Terrifying Jolt|Terrifying Jolt]], [[Warrior#Wary (Infantry)|Wary]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy (Infantry) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Combat Training (Infantry)|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Swift Strikes (Infantry) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Bastion Stance|Bastion Stance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You instinctively follow the tempo of battle, keeping the pressure on your foes at critical moments.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a second Strike action with a hand you already used for a Strike this turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Terrifying Jolt ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Warrior#Flicker Stance|Flicker Stance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You place your shots for maximum psychological effect, keeping your enemies’ heads down even when you can’t hit them.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you graze a target with an attack that deals keen damage, they lose 1 focus. If this reduces their focus to 0, they become Surprised until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wary (Infantry) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 3+; [[Warrior#Flicker Stance|Flicker Stance]] or [[Warrior#Hardy (Infantry)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Through your experience living in dangerous locations, you’ve learned to stay focused and respond quickly to unexpected hazards.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you have 1 or more focus, you can’t be Surprised.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you resist influence or lose focus involuntarily, reduce the amount of focus lost by your ranks in Discipline (to a minimum of 1 focus lost).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Comrade in Arms|Comrade in Arms]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Soldier ==&lt;br /&gt;
&lt;br /&gt;
=== Cautious Advance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 1+; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You understand the hazards in your environment and the flow of battle, helping you find the safest path across the battlefield.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Move up to half your movement rate, ignoring difficult terrain, then gain that can be spent only on the Brace or Gain Advantage actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Defensive Position|Defensive Position]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat Training (Soldier) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve been trained in the basics of weaponry and elementary battle tactics.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, when you miss on a weapon attack, you can graze one target without spending focus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a weapon expertise and an armor expertise of your choice, and gain a cultural expertise in Military Life.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Devastating Blow|Devastating Blow]], [[Warrior#Hardy (Soldier)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Defensive Position ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Warrior#Cautious Advance|Cautious Advance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve learned when to withdraw and when to commit to a position, holding it unflinchingly.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Brace action adds two disadvantages to attacks against you, instead of one.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, while you’re using a shield to Brace, allies within 5 feet of you can Brace as if they had cover or a shield.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Formation Drills|Formation Drills]], [[Warrior#Wary (Soldier)|Wary]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Devastating Blow ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 3+; [[Warrior#Combat Training (Soldier)|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Delivering a fatal strike requires not only skill, but resolve. You’ve learned to set aside any natural aversion to harming others, and when you strike to kill, you do so without mercy or hesitation.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make a melee weapon attack against the Physical defense of a target. When you roll damage for this attack, add an extra 2d8 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
This talent becomes more powerful as your tier increases: at tier 3, you roll an extra 3d8 damage (instead of 2d8); at tier 4, you instead roll an extra 4d8 damage; and at tier 5, you instead roll an extra 5d8 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Formation Drills ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 2+; [[Warrior#Defensive Position|Defensive Position]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You coordinate your allies to march in a defensive formation with you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While an ally within 10 feet of you benefits from the Brace action, they also benefit from your Defensive Position as if they had that talent themself.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy (Soldier) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Combat Training (Soldier)|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Swift Strikes (Soldier)|Swift Strikes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Swift Strikes (Soldier) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Hardy (Soldier)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You instinctively follow the tempo of battle, keeping the pressure on your foes at critical moments.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a second Strike action with a hand you already used for a Strike this turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wary (Soldier) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 3+; [[Warrior#Defensive Position|Defensive Position]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Through your experience living in dangerous locations, you’ve learned to stay focused and respond quickly to unexpected hazards.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you have 1 or more focus, you can’t be Surprised.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you resist influence or lose focus involuntarily, reduce the amount of focus lost by your ranks in Discipline (to a minimum of 1 focus lost).&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Warrior&amp;diff=4848</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Warrior&amp;diff=4848"/>
		<updated>2026-09-26T17:55:06Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Bastion Stance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Warrior =&lt;br /&gt;
Though combat requires much action, success starts in the mind. Victory requires not only aggression, but endurance and adaptability; a Warrior trains in all three until their instincts are sharper than their opponent’s blade.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill:&#039;&#039;&#039; Athletics. If you choose Warrior as your starting path, gain a free skill rank in Athletics.&lt;br /&gt;
&lt;br /&gt;
=== Vigilant Stance (Warrior Talent) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You study special fighting styles to face various foes and strategies. The most basic of these postures emphasizes alertness and quick responses to oncoming threats.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn to use stances.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin with Vigilant Stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vigilant Stance.&#039;&#039;&#039; While in this stance, reduce the focus cost of your Dodge and Reactive Strike reactions by 1. Additionally, you can enter another stance&lt;br /&gt;
you know as a Free Action.&amp;lt;br&amp;gt;&lt;br /&gt;
You can enter a stance you know by using that talent’s stated number of actions. Your stance ends if you either end it as a Free Action, enter another stance, or end the scene. While in a stance, you temporarily gain any actions, bonuses, and other effects it grants; these effects end when the stance does.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, you can only use stances during combat, not during other scenes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Warrior#Surefooted (Brawler)|Surefooted]] &amp;amp; [[Warrior#Grappler&#039;s Stance|Grappler’s Stance]] ([[Warrior#Brawler|Brawler]])&lt;br /&gt;
*[[Warrior#Flamestance|Flamestance]] &amp;amp; [[Warrior#Practiced Kata|Practiced Kata]] ([[Warrior#Duelist|Duelist]])&lt;br /&gt;
*[[Warrior#Combat Training (Infantry)|Combat Training]] &amp;amp; [[Warrior#Flicker Stance|Flicker Stance]] ([[Warrior#Infantry|Infantry]])&lt;br /&gt;
*[[Warrior#Cautious Advance|Cautious Advance]] &amp;amp; [[Warrior#Combat Training (Soldier)|Combat Training]] ([[Warrior#Soldier|Soldier]])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Brawler ==&lt;br /&gt;
&lt;br /&gt;
=== Baleful ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Grappler&#039;s Stance|Grappler’s Stance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a severe stare, you crack the resolve of all but the most&lt;br /&gt;
composed adversaries.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
To resist your influence, a character must spend additional focus equal to your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Bruiser&#039;s Stance|Bruiser&#039;s Stance]], [[Warrior#Pulse of Battle|Pulse of Battle]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Battle-Hardened ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 3+; [[Warrior#Bruiser&#039;s Stance|Bruiser&#039;s Stance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve spilled blood—both yours and your foes—across many arenas, and you’ve survived through ferocity, grit, and hard-earned instincts.&#039;&#039;&amp;lt;bR&amp;gt;&lt;br /&gt;
Once per round, you can reroll one of the following dice when its result is lower than your ranks in Athletics: a recovery die, a damage die for an unarmed attack or improvised weapon, or an injury roll’s d20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bruiser’s Stance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 2+; [[Warrior#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You shift your weight and position to fend off multiple foes, staying alert to threats from all directions.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bruiser’s Stance.&#039;&#039;&#039; While in this stance, increase your Physical defense by 1 for each enemy within your reach (maximum of +5). Additionally, when an enemy triggers a Reactive Strike, you can make that Reactive Strike without spending a Reaction. When you do, you must spend focus as usual, and you must attack them with an unarmed strike or improvised weapon. You can only attack each enemy in this way once per round.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Battle-Hardened|Battle-Hardened]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Grappler’s Stance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 1+; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You position yourself to seize and toss your foes, ready to spring in close or push aside the barrel of a gun as fast as your enemy can draw it.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Grappler’s Stance.&#039;&#039;&#039; While in this stance, you gain an advantage on non-attack Athletics tests, and you can Grapple or Shove as 1 Action (instead of 2 Actions). Additionally, an enemy within your reach must spend an additional when they draw a weapon or use an action to attack with a ranged weapon. (If multiple characters in Grappler’s Stance can reach that enemy, this effect doesn’t stack.)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pulse of Battle ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you get into the flow of the fight, time seems to slow. You instinctively deflect glancing blows and sense when to lean in for a counterattack.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you’re grazed by an attack, you can choose one of the following effects (no action needed):&amp;lt;br&amp;gt;&lt;br /&gt;
*Increase your deflect value against that attack by 1, and recover 1 focus.&lt;br /&gt;
*Spend 2 focus to gain an additional Reaction.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Wallop|Wallop]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Roll With the Punches ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Warrior#Surefooted (Brawler)|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You use your enemy’s ferocity to your advantage, moving nimbly through the gaps created by their strikes.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you’re hit or grazed by an attack, you can use this Reaction to move up to half your movement rate without triggering Reactive Strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Surefooted (Brawler) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You move through treacherous terrain with confidence and speed.&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your movement rate by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Roll With the Punches|Roll With the Punches]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wallop ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 3+; [[Warrior#Pulse of Battle|Pulse of Battle]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You slide past an attack to deliver a devastating counterpunch that disorients your foe, disarms them, or even knocks them off their feet.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an enemy within 10 feet of you misses or grazes you with an attack, you can use this reaction and spend 2 focus to move up to half your movement rate, then make an unarmed attack against the Spiritual defense of your attacker. When you roll damage for this attack, add an extra 2d6 damage. This attack ignores your target’s deflect value.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend Opportunities from this attack to apply one of the following effects:&lt;br /&gt;
*&#039;&#039;&#039;Bellringer.&#039;&#039;&#039; The target becomes Disoriented until the end of your next turn.&lt;br /&gt;
*&#039;&#039;&#039;Disarm.&#039;&#039;&#039; The target must succeed on an Agility test (DC equals your attack test result) or drop one weapon they’re holding. You can either pick up that weapon or push it up to 10 feet away (no action needed).&lt;br /&gt;
*&#039;&#039;&#039;Knockdown.&#039;&#039;&#039; The target is knocked Prone.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Wallop becomes more powerful as your tier increases: at tier 3, you can target an enemy within 15 feet and you roll an extra 4d6 damage (instead of 2d6); at tier 4, you can target an enemy within 20 feet and you roll an extra 6d6 damage; and at tier 5, you can target an enemy within 25 feet and you roll an extra 8d6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Duelist ==&lt;br /&gt;
&lt;br /&gt;
=== Feinting Strike ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 2+; [[Warrior#Flamestance|Flamestance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You intimidatingly press your opponent’s defenses—and their nerves—hoping to expose a fatal gap.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to make a melee weapon attack against a target’s Cognitive defense. On a hit, your target also loses 1 Reaction and loses focus equal to your ranks in Intimidation. On a graze, they lose half as much focus (rounded up) and doesn&#039;t lose the Reaction.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend an Opportunity from this test to gain 2 Actions, which you can use only to Strike or activate a stance.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Vinestance|Vinestance]], [[Warrior#Wit&#039;s End|Wit&#039;s End]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flamestance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 1+; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You enter an aggressive, squared stance that favors swift flurries of decisive blows.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flamestance.&#039;&#039;&#039; While in this stance, you gain an advantage on Intimidation tests. Additionally, while there is exactly one enemy within your reach and none of your allies are within the reach of that enemy or you, you can use a Free Action to gain 1 Action, which you can spend only to Gain Advantage or use an action that includes an attack test targeting that enemy.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Signature Weapon|Signature Weapon]], [[Warrior#Feinting Strike|Feinting Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ironstance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Warrior#Practiced Kata|Practiced Kata]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hold your weapon high, prepared to deliver a crushing blow downward when your opponent shows weakness.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&lt;br /&gt;
&#039;&#039;&#039;Ironstance.&#039;&#039;&#039; While in this stance, you gain an advantage on Insight tests. Additionally, when a character within your reach misses you or grazes you with an attack, you can use Reactive Strike against them as if they had voluntarily left your reach.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Surefooted (Duelist)|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Practiced Kata ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your study of martial kata and other forms has taught you that your stance in conversation is as important as in battle. With practiced poise, you project the exact attitude you want through body language and positioning.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you can use fighting stances in conversation and endeavor scenes, in addition to combat. Activating or changing a stance during a conversation or endeavor costs 1 focus and counts as your contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you aren’t Surprised when a combat, conversation, or endeavor scene begins, you can enter Vigilant Stance at the beginning of that scene (no action required).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Ironstance|Ironstance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Signature Weapon ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Flamestance|Flamestance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have trained extensively with a particular weapon and can exploit all the advantages it offers.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, gain one weapon expertise. Then choose one weapon type in which you have an expertise and denote it in parentheses after this talent’s name on your character sheet; for example, “Signature Weapon (Longspear).”&amp;lt;br&amp;gt;&lt;br /&gt;
Your Opportunity range for tests using this weapon type expands by 1. When you reach tier 3, this Oppor­tunity range instead expands by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Surefooted (Duelist) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Ironstance|Ironstance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You move through treacherous terrain with confidence and speed.&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your movement rate by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Roll With the Punches|Roll With the Punches]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vinestance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 3+; [[Warrior#Feinting Strike|Feinting Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You assume a flexible stance, allowing you to quickly switch between inexorable advances and rapid reactions to wear down your foe.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vinestance.&#039;&#039;&#039; Your Physical and Cognitive defenses increase by 1. Additionally, after you’re hit or grazed by a melee attack, you can use to make an Athletics test against your attacker’s Cognitive defense. On a success, your target loses 1d4 focus, and you can push them horizontally up to 5 feet × your ranks in Athletics.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wit’s End ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 3+; [[Warrior#Feinting Strike|Feinting Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Battles are won and lost in moments of brief inattention or exhaustion. You create and exploit these opportunities, patiently waiting to vanquish your foe in a single stroke.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to move up to half your movement rate, then make a melee weapon attack against the Cognitive defense of a target who has 0 focus. This attack ignores your target’s deflect value and deals an extra 4d6 damage on a hit. It can’t graze, only miss or hit.&amp;lt;br&amp;gt;&lt;br /&gt;
This talent becomes more powerful as your tier increases: at tier 3, you roll an extra 6d6 damage (instead of 4d6); at tier 4, you instead roll an extra 8d6 damage; and at tier 5, you instead roll an extra 10d6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
=== Bastion Stance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Warrior#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bastion Stance.&#039;&#039;&#039; While in this stance, you gain an advantage on Insight tests.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when a character grazes or misses you, you can make a melee or ranged Reactive Strike against your attacker. If your Reactive Strike is a ranged attack, raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Swift Strikes (Infantry)|Swift Strikes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat Training (Infantry) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve been trained in the basics of weaponry and elementary battle tactics.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, when you miss on a weapon attack, you can graze one target without spending focus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a weapon expertise and an armor expertise of your choice, and gain a cultural expertise in Military Life.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Hardy (Infantry)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Comrades in Arms ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Wary (Infantry|Wary]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation.&amp;lt;br&amp;gt;&lt;br /&gt;
Soldiers, warriors, and characters with the Military Life expertise must spend additional focus equal to your ranks in Discipline to resist your influence.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you successfully influence such a character, you gain an Opportunity.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flicker Stance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 1+; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flicker Stance.&#039;&#039;&#039; While in this stance, you gain advantage on Finesse tests.&amp;lt;br&amp;gt;&lt;br /&gt;
(CHANGE? Additionally, your weapons with the Reconfigure trait gain Quick Draw, and you can activate the Reconfigure weapon trait as ▷.)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Terrifying Jolt|Terrifying Jolt]], [[Warrior#Wary (Infantry)|Wary]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy (Infantry) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Combat Training (Infantry)|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Swift Strikes (Infantry) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Bastion Stance|Bastion Stance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You instinctively follow the tempo of battle, keeping the pressure on your foes at critical moments.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a second Strike action with a hand you already used for a Strike this turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Terrifying Jolt ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Warrior#Flicker Stance|Flicker Stance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You place your shots for maximum psychological effect, keeping your enemies’ heads down even when you can’t hit them.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you graze a target with an attack that deals keen damage, they lose 1 focus. If this reduces their focus to 0, they become Surprised until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wary (Infantry) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 3+; [[Warrior#Flicker Stance|Flicker Stance]] or [[Warrior#Hardy (Infantry)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Through your experience living in dangerous locations, you’ve learned to stay focused and respond quickly to unexpected hazards.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you have 1 or more focus, you can’t be Surprised.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you resist influence or lose focus involuntarily, reduce the amount of focus lost by your ranks in Discipline (to a minimum of 1 focus lost).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Comrade in Arms|Comrade in Arms]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Soldier ==&lt;br /&gt;
&lt;br /&gt;
=== Cautious Advance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 1+; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You understand the hazards in your environment and the flow of battle, helping you find the safest path across the battlefield.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Move up to half your movement rate, ignoring difficult terrain, then gain that can be spent only on the Brace or Gain Advantage actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Defensive Position|Defensive Position]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat Training (Soldier) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve been trained in the basics of weaponry and elementary battle tactics.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, when you miss on a weapon attack, you can graze one target without spending focus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a weapon expertise and an armor expertise of your choice, and gain a cultural expertise in Military Life.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Devastating Blow|Devastating Blow]], [[Warrior#Hardy (Soldier)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Defensive Position ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Warrior#Cautious Advance|Cautious Advance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve learned when to withdraw and when to commit to a position, holding it unflinchingly.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Brace action adds two disadvantages to attacks against you, instead of one.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, while you’re using a shield to Brace, allies within 5 feet of you can Brace as if they had cover or a shield.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Formation Drills|Formation Drills]], [[Warrior#Wary (Soldier)|Wary]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Devastating Blow ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 3+; [[Warrior#Combat Training (Soldier)|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Delivering a fatal strike requires not only skill, but resolve. You’ve learned to set aside any natural aversion to harming others, and when you strike to kill, you do so without mercy or hesitation.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make a melee weapon attack against the Physical defense of a target. When you roll damage for this attack, add an extra 2d8 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
This talent becomes more powerful as your tier increases: at tier 3, you roll an extra 3d8 damage (instead of 2d8); at tier 4, you instead roll an extra 4d8 damage; and at tier 5, you instead roll an extra 5d8 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Formation Drills ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 2+; [[Warrior#Defensive Position|Defensive Position]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You coordinate your allies to march in a defensive formation with you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While an ally within 10 feet of you benefits from the Brace action, they also benefit from your Defensive Position as if they had that talent themself.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy (Soldier) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Combat Training (Soldier)|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Swift Strikes (Soldier)|Swift Strikes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Swift Strikes (Soldier) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Hardy (Soldier)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You instinctively follow the tempo of battle, keeping the pressure on your foes at critical moments.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a second Strike action with a hand you already used for a Strike this turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wary (Soldier) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 3+; [[Warrior#Defensive Position|Defensive Position]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Through your experience living in dangerous locations, you’ve learned to stay focused and respond quickly to unexpected hazards.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you have 1 or more focus, you can’t be Surprised.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you resist influence or lose focus involuntarily, reduce the amount of focus lost by your ranks in Discipline (to a minimum of 1 focus lost).&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Warrior&amp;diff=4847</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Warrior&amp;diff=4847"/>
		<updated>2026-09-26T17:54:53Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Warrior */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Warrior =&lt;br /&gt;
Though combat requires much action, success starts in the mind. Victory requires not only aggression, but endurance and adaptability; a Warrior trains in all three until their instincts are sharper than their opponent’s blade.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill:&#039;&#039;&#039; Athletics. If you choose Warrior as your starting path, gain a free skill rank in Athletics.&lt;br /&gt;
&lt;br /&gt;
=== Vigilant Stance (Warrior Talent) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You study special fighting styles to face various foes and strategies. The most basic of these postures emphasizes alertness and quick responses to oncoming threats.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn to use stances.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin with Vigilant Stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vigilant Stance.&#039;&#039;&#039; While in this stance, reduce the focus cost of your Dodge and Reactive Strike reactions by 1. Additionally, you can enter another stance&lt;br /&gt;
you know as a Free Action.&amp;lt;br&amp;gt;&lt;br /&gt;
You can enter a stance you know by using that talent’s stated number of actions. Your stance ends if you either end it as a Free Action, enter another stance, or end the scene. While in a stance, you temporarily gain any actions, bonuses, and other effects it grants; these effects end when the stance does.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, you can only use stances during combat, not during other scenes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Warrior#Surefooted (Brawler)|Surefooted]] &amp;amp; [[Warrior#Grappler&#039;s Stance|Grappler’s Stance]] ([[Warrior#Brawler|Brawler]])&lt;br /&gt;
*[[Warrior#Flamestance|Flamestance]] &amp;amp; [[Warrior#Practiced Kata|Practiced Kata]] ([[Warrior#Duelist|Duelist]])&lt;br /&gt;
*[[Warrior#Combat Training (Infantry)|Combat Training]] &amp;amp; [[Warrior#Flicker Stance|Flicker Stance]] ([[Warrior#Infantry|Infantry]])&lt;br /&gt;
*[[Warrior#Cautious Advance|Cautious Advance]] &amp;amp; [[Warrior#Combat Training (Soldier)|Combat Training]] ([[Warrior#Soldier|Soldier]])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Brawler ==&lt;br /&gt;
&lt;br /&gt;
=== Baleful ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Grappler&#039;s Stance|Grappler’s Stance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a severe stare, you crack the resolve of all but the most&lt;br /&gt;
composed adversaries.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
To resist your influence, a character must spend additional focus equal to your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Bruiser&#039;s Stance|Bruiser&#039;s Stance]], [[Warrior#Pulse of Battle|Pulse of Battle]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Battle-Hardened ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 3+; [[Warrior#Bruiser&#039;s Stance|Bruiser&#039;s Stance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve spilled blood—both yours and your foes—across many arenas, and you’ve survived through ferocity, grit, and hard-earned instincts.&#039;&#039;&amp;lt;bR&amp;gt;&lt;br /&gt;
Once per round, you can reroll one of the following dice when its result is lower than your ranks in Athletics: a recovery die, a damage die for an unarmed attack or improvised weapon, or an injury roll’s d20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bruiser’s Stance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 2+; [[Warrior#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You shift your weight and position to fend off multiple foes, staying alert to threats from all directions.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bruiser’s Stance.&#039;&#039;&#039; While in this stance, increase your Physical defense by 1 for each enemy within your reach (maximum of +5). Additionally, when an enemy triggers a Reactive Strike, you can make that Reactive Strike without spending a Reaction. When you do, you must spend focus as usual, and you must attack them with an unarmed strike or improvised weapon. You can only attack each enemy in this way once per round.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Battle-Hardened|Battle-Hardened]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Grappler’s Stance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 1+; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You position yourself to seize and toss your foes, ready to spring in close or push aside the barrel of a gun as fast as your enemy can draw it.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Grappler’s Stance.&#039;&#039;&#039; While in this stance, you gain an advantage on non-attack Athletics tests, and you can Grapple or Shove as 1 Action (instead of 2 Actions). Additionally, an enemy within your reach must spend an additional when they draw a weapon or use an action to attack with a ranged weapon. (If multiple characters in Grappler’s Stance can reach that enemy, this effect doesn’t stack.)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pulse of Battle ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you get into the flow of the fight, time seems to slow. You instinctively deflect glancing blows and sense when to lean in for a counterattack.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you’re grazed by an attack, you can choose one of the following effects (no action needed):&amp;lt;br&amp;gt;&lt;br /&gt;
*Increase your deflect value against that attack by 1, and recover 1 focus.&lt;br /&gt;
*Spend 2 focus to gain an additional Reaction.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Wallop|Wallop]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Roll With the Punches ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Warrior#Surefooted (Brawler)|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You use your enemy’s ferocity to your advantage, moving nimbly through the gaps created by their strikes.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you’re hit or grazed by an attack, you can use this Reaction to move up to half your movement rate without triggering Reactive Strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Surefooted (Brawler) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You move through treacherous terrain with confidence and speed.&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your movement rate by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Roll With the Punches|Roll With the Punches]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wallop ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 3+; [[Warrior#Pulse of Battle|Pulse of Battle]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You slide past an attack to deliver a devastating counterpunch that disorients your foe, disarms them, or even knocks them off their feet.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an enemy within 10 feet of you misses or grazes you with an attack, you can use this reaction and spend 2 focus to move up to half your movement rate, then make an unarmed attack against the Spiritual defense of your attacker. When you roll damage for this attack, add an extra 2d6 damage. This attack ignores your target’s deflect value.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend Opportunities from this attack to apply one of the following effects:&lt;br /&gt;
*&#039;&#039;&#039;Bellringer.&#039;&#039;&#039; The target becomes Disoriented until the end of your next turn.&lt;br /&gt;
*&#039;&#039;&#039;Disarm.&#039;&#039;&#039; The target must succeed on an Agility test (DC equals your attack test result) or drop one weapon they’re holding. You can either pick up that weapon or push it up to 10 feet away (no action needed).&lt;br /&gt;
*&#039;&#039;&#039;Knockdown.&#039;&#039;&#039; The target is knocked Prone.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Wallop becomes more powerful as your tier increases: at tier 3, you can target an enemy within 15 feet and you roll an extra 4d6 damage (instead of 2d6); at tier 4, you can target an enemy within 20 feet and you roll an extra 6d6 damage; and at tier 5, you can target an enemy within 25 feet and you roll an extra 8d6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Duelist ==&lt;br /&gt;
&lt;br /&gt;
=== Feinting Strike ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 2+; [[Warrior#Flamestance|Flamestance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You intimidatingly press your opponent’s defenses—and their nerves—hoping to expose a fatal gap.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to make a melee weapon attack against a target’s Cognitive defense. On a hit, your target also loses 1 Reaction and loses focus equal to your ranks in Intimidation. On a graze, they lose half as much focus (rounded up) and doesn&#039;t lose the Reaction.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend an Opportunity from this test to gain 2 Actions, which you can use only to Strike or activate a stance.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Vinestance|Vinestance]], [[Warrior#Wit&#039;s End|Wit&#039;s End]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flamestance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 1+; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You enter an aggressive, squared stance that favors swift flurries of decisive blows.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flamestance.&#039;&#039;&#039; While in this stance, you gain an advantage on Intimidation tests. Additionally, while there is exactly one enemy within your reach and none of your allies are within the reach of that enemy or you, you can use a Free Action to gain 1 Action, which you can spend only to Gain Advantage or use an action that includes an attack test targeting that enemy.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Signature Weapon|Signature Weapon]], [[Warrior#Feinting Strike|Feinting Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ironstance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Warrior#Practiced Kata|Practiced Kata]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hold your weapon high, prepared to deliver a crushing blow downward when your opponent shows weakness.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&lt;br /&gt;
&#039;&#039;&#039;Ironstance.&#039;&#039;&#039; While in this stance, you gain an advantage on Insight tests. Additionally, when a character within your reach misses you or grazes you with an attack, you can use Reactive Strike against them as if they had voluntarily left your reach.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Surefooted (Duelist)|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Practiced Kata ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your study of martial kata and other forms has taught you that your stance in conversation is as important as in battle. With practiced poise, you project the exact attitude you want through body language and positioning.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you can use fighting stances in conversation and endeavor scenes, in addition to combat. Activating or changing a stance during a conversation or endeavor costs 1 focus and counts as your contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you aren’t Surprised when a combat, conversation, or endeavor scene begins, you can enter Vigilant Stance at the beginning of that scene (no action required).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Ironstance|Ironstance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Signature Weapon ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Flamestance|Flamestance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have trained extensively with a particular weapon and can exploit all the advantages it offers.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, gain one weapon expertise. Then choose one weapon type in which you have an expertise and denote it in parentheses after this talent’s name on your character sheet; for example, “Signature Weapon (Longspear).”&amp;lt;br&amp;gt;&lt;br /&gt;
Your Opportunity range for tests using this weapon type expands by 1. When you reach tier 3, this Oppor­tunity range instead expands by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Surefooted (Duelist) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Ironstance|Ironstance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You move through treacherous terrain with confidence and speed.&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your movement rate by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Roll With the Punches|Roll With the Punches]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vinestance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 3+; [[Warrior#Feinting Strike|Feinting Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You assume a flexible stance, allowing you to quickly switch between inexorable advances and rapid reactions to wear down your foe.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vinestance.&#039;&#039;&#039; Your Physical and Cognitive defenses increase by 1. Additionally, after you’re hit or grazed by a melee attack, you can use to make an Athletics test against your attacker’s Cognitive defense. On a success, your target loses 1d4 focus, and you can push them horizontally up to 5 feet × your ranks in Athletics.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wit’s End ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 3+; [[Warrior#Feinting Strike|Feinting Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Battles are won and lost in moments of brief inattention or exhaustion. You create and exploit these opportunities, patiently waiting to vanquish your foe in a single stroke.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to move up to half your movement rate, then make a melee weapon attack against the Cognitive defense of a target who has 0 focus. This attack ignores your target’s deflect value and deals an extra 4d6 damage on a hit. It can’t graze, only miss or hit.&amp;lt;br&amp;gt;&lt;br /&gt;
This talent becomes more powerful as your tier increases: at tier 3, you roll an extra 6d6 damage (instead of 4d6); at tier 4, you instead roll an extra 8d6 damage; and at tier 5, you instead roll an extra 10d6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
=== Bastion Stance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Warrior#Combat Training|Combat Training]]&amp;lt;br&amp;lt;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bastion Stance.&#039;&#039;&#039; While in this stance, you gain an advantage on Insight tests.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when a character grazes or misses you, you can make a melee or ranged Reactive Strike against your attacker. If your Reactive Strike is a ranged attack, raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Swift Strikes (Infantry)|Swift Strikes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat Training (Infantry) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve been trained in the basics of weaponry and elementary battle tactics.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, when you miss on a weapon attack, you can graze one target without spending focus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a weapon expertise and an armor expertise of your choice, and gain a cultural expertise in Military Life.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Hardy (Infantry)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Comrades in Arms ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Wary (Infantry|Wary]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation.&amp;lt;br&amp;gt;&lt;br /&gt;
Soldiers, warriors, and characters with the Military Life expertise must spend additional focus equal to your ranks in Discipline to resist your influence.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you successfully influence such a character, you gain an Opportunity.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flicker Stance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 1+; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flicker Stance.&#039;&#039;&#039; While in this stance, you gain advantage on Finesse tests.&amp;lt;br&amp;gt;&lt;br /&gt;
(CHANGE? Additionally, your weapons with the Reconfigure trait gain Quick Draw, and you can activate the Reconfigure weapon trait as ▷.)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Terrifying Jolt|Terrifying Jolt]], [[Warrior#Wary (Infantry)|Wary]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy (Infantry) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Combat Training (Infantry)|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Swift Strikes (Infantry) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Bastion Stance|Bastion Stance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You instinctively follow the tempo of battle, keeping the pressure on your foes at critical moments.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a second Strike action with a hand you already used for a Strike this turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Terrifying Jolt ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Warrior#Flicker Stance|Flicker Stance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You place your shots for maximum psychological effect, keeping your enemies’ heads down even when you can’t hit them.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you graze a target with an attack that deals keen damage, they lose 1 focus. If this reduces their focus to 0, they become Surprised until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wary (Infantry) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 3+; [[Warrior#Flicker Stance|Flicker Stance]] or [[Warrior#Hardy (Infantry)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Through your experience living in dangerous locations, you’ve learned to stay focused and respond quickly to unexpected hazards.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you have 1 or more focus, you can’t be Surprised.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you resist influence or lose focus involuntarily, reduce the amount of focus lost by your ranks in Discipline (to a minimum of 1 focus lost).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Comrade in Arms|Comrade in Arms]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Soldier ==&lt;br /&gt;
&lt;br /&gt;
=== Cautious Advance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 1+; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You understand the hazards in your environment and the flow of battle, helping you find the safest path across the battlefield.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Move up to half your movement rate, ignoring difficult terrain, then gain that can be spent only on the Brace or Gain Advantage actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Defensive Position|Defensive Position]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat Training (Soldier) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve been trained in the basics of weaponry and elementary battle tactics.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, when you miss on a weapon attack, you can graze one target without spending focus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a weapon expertise and an armor expertise of your choice, and gain a cultural expertise in Military Life.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Devastating Blow|Devastating Blow]], [[Warrior#Hardy (Soldier)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Defensive Position ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Warrior#Cautious Advance|Cautious Advance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve learned when to withdraw and when to commit to a position, holding it unflinchingly.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Brace action adds two disadvantages to attacks against you, instead of one.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, while you’re using a shield to Brace, allies within 5 feet of you can Brace as if they had cover or a shield.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Formation Drills|Formation Drills]], [[Warrior#Wary (Soldier)|Wary]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Devastating Blow ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 3+; [[Warrior#Combat Training (Soldier)|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Delivering a fatal strike requires not only skill, but resolve. You’ve learned to set aside any natural aversion to harming others, and when you strike to kill, you do so without mercy or hesitation.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make a melee weapon attack against the Physical defense of a target. When you roll damage for this attack, add an extra 2d8 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
This talent becomes more powerful as your tier increases: at tier 3, you roll an extra 3d8 damage (instead of 2d8); at tier 4, you instead roll an extra 4d8 damage; and at tier 5, you instead roll an extra 5d8 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Formation Drills ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 2+; [[Warrior#Defensive Position|Defensive Position]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You coordinate your allies to march in a defensive formation with you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While an ally within 10 feet of you benefits from the Brace action, they also benefit from your Defensive Position as if they had that talent themself.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy (Soldier) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Combat Training (Soldier)|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Swift Strikes (Soldier)|Swift Strikes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Swift Strikes (Soldier) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Hardy (Soldier)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You instinctively follow the tempo of battle, keeping the pressure on your foes at critical moments.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a second Strike action with a hand you already used for a Strike this turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wary (Soldier) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 3+; [[Warrior#Defensive Position|Defensive Position]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Through your experience living in dangerous locations, you’ve learned to stay focused and respond quickly to unexpected hazards.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you have 1 or more focus, you can’t be Surprised.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you resist influence or lose focus involuntarily, reduce the amount of focus lost by your ranks in Discipline (to a minimum of 1 focus lost).&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Agent&amp;diff=4846</id>
		<title>Agent</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Agent&amp;diff=4846"/>
		<updated>2026-09-26T17:25:21Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Explosive Hobbyist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Agent =&lt;br /&gt;
Artists of duplicity and sabotage, Agents grasp the threads of fate in the palms of their hands, waiting for the perfect moment to pull and unravel the carefully laid plans of others. Agents can fool even the most prudent with their clever ruses, swift movements, and calculated strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Insight.&#039;&#039;&#039; If you choose Agent as your starting path, gain a free skill rank in Insight.&lt;br /&gt;
&lt;br /&gt;
=== Opportunist (Agent Talent) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You instinctively sense moments of consequence. In these moments where the scale teeters between disaster and glory, you can push yourself—and your luck—to tip the outcome in your favor.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, when you roll a plot die, you can reroll that result. The original roll has no effect and you must use the new result.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Agent#Explosive Hobbyist|Explosive Hobbyist]] &amp;amp; [[Agent#Blast Rider|Blast Rider]] ([[Agent#Demolitionist|Demolitionist]])&lt;br /&gt;
*[[Agent#Get &#039;Em Talking|Get &#039;Em Talking]] &amp;amp; [[Agent#Watchful Eye|Watchful Eye]]  ([[Agent#Investigator|Investigator]])&lt;br /&gt;
*[[Agent #Defiant Glare|Defiant Glare]] &amp;amp; [[Agent#True Grit|True Grit]] ([[Agent#Rebel|Rebel]])&lt;br /&gt;
*[[Agent#Sure Outcome|Sure Outcome]] &amp;amp; [[Agent#Plausible Excuse|Plausible Excuse]] ([[Agent#Spy|Spy]])&lt;br /&gt;
*[[Agent#Risky Behavior|Risky Behavior]] &amp;amp; [[Agent#Cheap Shot|Cheap Shot]] ([[Agent#Thief|Thief]])&lt;br /&gt;
&lt;br /&gt;
== Demolitionist ==&lt;br /&gt;
&lt;br /&gt;
=== Blast Rider ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
You can always Avoid Danger before an area effect would damage you (DC 15 if you caused it). Raise the stakes. You gain an advantage on the roll, and can move up to half your movement rate (round up) on a success. If this removes you from the area, you aren&#039;t affected. You can spend an Opportunity to instead launch through the air for this movement.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Pulse of Battle|Pulse of Battle]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Boom Country ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 3+; [[Agent#Hardy (Demolitionist)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
When you use an item to create a damage dealing area effect, spend 1 or more focus to increase the size of that effect by 5 feet per focus spent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bring Down the House ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 2+; [[Agent#Weakpoint|Weakpoint]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
Analyze your environment and state a goal you could potentially accomplish with explosives (scuttle a ship, launch over a chasm, topple a statue, etc.).&amp;lt;br&amp;gt;&lt;br /&gt;
The GM tells you how many explosives you need to place (and where) to accomplish your goal, you can spend 2 focus to tell the GM how you&#039;ve already placed one, and can spend an Opportunity during this scene to do so again. Once all are placed, use a Free Action to execute your plan.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explosive Hobbyist ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
Your Single-Use weapons gain Quickdraw and you gain a utility expertise in Crafting Explosives. In addition, you can efficiently create prototype versions of sapper&#039;s charge. When you finish a long rest, you can create a number of prototype charges equal to your ranks in Crafting. The prototypes function as regular sapper&#039;s charges, except they deal a number of damage dice equal to your tier, and harmlessly fall apart when you finish your next long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Agent#Weakpoint|Weakpoint]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy (Demolitionist) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Boom Country|Boom Country]], [[Agent#In the Chaos|In the Chaos]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== In the Chaos ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 2+; [[Agent#Hardy (Demolitionist)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
[[Agent#Blast Rider|Blast Rider]] triggers even if you aren&#039;t targeted by the area effect, so long as you can sense it. You can automatically succeed on Avoid Danger tests from Blast Rider. If you choose not to and succeed anyway, bring an adjacent ally with you when you move.&lt;br /&gt;
&lt;br /&gt;
=== Pulse of Battle ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Blast Rider|Blast Rider]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you get into the flow of the fight, time seems to slow. You instinctively deflect glancing blows and sense when to lean in for a counterattack.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you’re grazed by an attack, you can choose one of the following effects (no action needed):&amp;lt;br&amp;gt;&lt;br /&gt;
*Increase your deflect value against that attack by 1, and recover 1 focus.&lt;br /&gt;
*Spend 2 focus to gain an additional Reaction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weakpoint ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Heavy Weaponry 2+; [[Agent#Explosive Hobbyist|Explosive Hobbyist]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
You can raise the stakes whenever you test to use an item to create a damage dealing area of effect. When you do so, you can spend an Opportunity or 3 focus to blow a hole in solid material one size smaller than the effect (for example, a Large explosion creates a Medium hole), or to inflict a breach on a vehicle you hit.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Bring Down the House|Bring Down the House]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Investigator ==&lt;br /&gt;
&lt;br /&gt;
=== Baleful ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Get &#039;Em Talking|Get &#039;Em Talking]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a severe stare, you crack the resolve of all but the most composed adversaries.&#039;&#039;&lt;br /&gt;
To resist your influence, a character must spend additional focus equal to your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Hardy (Investigator)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Close the Case ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Agent#Hardy (Investigator)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 3 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve compiled information on your target’s motive and circumstances. Now, by pressing on your target’s desires, weaknesses, or guilt, you can convince them to back down.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, spend 3 focus to make a Deduction test against the Cognitive defense of a character you can influence. You gain an advantage on this test if you know the target’s current motivation, and a disadvantage if you don’t.&amp;lt;br&amp;gt;&lt;br /&gt;
On a failure, the target gains an advantage on all tests against you until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
On a success, you influence the target to back down. They stop opposing your immediate aims in this scene and might even leave the scene. A target can resist this influence, but after they do, they gain a disadvantage on all tests until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gather Evidence ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Quick Analysis|Quick Analysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
Observing clues in your environment, you slowly but surely build a mental model of the mysteries before you.&amp;lt;br&amp;gt;&lt;br /&gt;
After you succeed on a cognitive test against another character, you become Focused until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Legal Codes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Get ’Em Talking ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a leading question or cutting remark, you goad others into revealing their motives.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a Deduction test against the Spiritual defense of a character you can influence. On a success, you learn the target’s motivation for being in the scene. Until the end of the scene, when you make a test to leverage this motivation against the target, you can raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy (Investigator) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Close the Case|Close the Case]], [[Agent#Sleuth&#039;s Instincts|Sleuth&#039;s Instincts]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Analysis ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Watchful Eye|Watchful Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your mind quickly files and organizes data, and you swiftly act on that information while under pressure.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make cognitive tests via the following actions: Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Gather Evidence|Gather Evidence]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sleuth’s Instincts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Agent#Hardy (Investigator)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When cracking mysteries, you know that “why” can be as important as “who” or “how.” Once you understand motivations, other details easily fall into place.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an advantage on cognitive tests against a character whose motivation you know; you might learn this motivation from the [[Agent#Get &#039;Em Talking|Get &#039;Em Talking]] talent, or from other activities such as researching them.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, after a character whose motivation you know lies to you, you automatically know they’re being deceitful (but not the nature of their lie).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Watchful Eye ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Allies can be an asset or a liability, so you keep an eye on them for their protection and yours.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a willing ally you can influence within 20 feet of you rolls a plot die, you can use this reaction to use [[Agent#Opportunist (Agent Talent)|Opportunity]] on that plot die as if it were your own.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Quick Analysis|Quick Analysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rebel ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Training ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Defiant Glare|Defiant Glare]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve been trained in the basics of weaponry and elementary battle tactics.&#039;&#039;&lt;br /&gt;
Once per round, when you miss on a weapon attack, you can graze one target without spending focus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a weapon expertise and an armor expertise of your choice, and gain a cultural expertise in Military Life.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Merciless|Merciless]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Defiant Glare ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&lt;br /&gt;
&#039;&#039;The spark of rebellion burns bright in you, undermining your enemy’s authority and wearing them down.&#039;&#039;&lt;br /&gt;
Spend 2 focus to make an Insight test against the Spiritual defense of a character you can influence. On a success, if your target wasn’t already Exhausted, they become Exhausted [−2].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Leverage Dissent ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Raise the Banner|Raise the Banner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your voice is clear through the commotion of a crowd, convincing others to rise up and take action.&#039;&#039;&lt;br /&gt;
When you roll a Complication on the plot die, add your ranks in Leadership to the bonus you receive.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Public Speaking.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Martyr&#039;s Boon|Martyr&#039;s Boon]], [[Agent#Through the Grapevine|Through the Grapevine]]&amp;lt;bR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Martyr’s Boon ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 3+; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When your enemies harm you, your inspiring presence sparks indignation in others. In a rush of fervor, they find renewed purpose to keep fighting the good fight.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, after an enemy hits you with an attack, choose a number of allies you can influence up to your ranks in Leadership. These allies gain a Reaction, which they can only use to gain the benefits of the Recover action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Merciless ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite: [[Agent#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;It’s time to make good on your threats. Your enemy never cared for a fair fight, so this time, you’ll play by their rules.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an advantage on attack tests against targets who are Exhausted, Immobilized, or Restrained.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Raise the Banner ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Agent#True Grit|True Grit]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;United under a momentous cause, you inspire your fellow insurgents by deftly supporting them in time of need.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Aid reaction on an ally, they recover 1 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Through the Grapevine ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With connections in high and low places, you gather information and reinforcements that could prove invaluable to your cause.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After a long rest, you can make an Insight test to collect information about a person or group of your choosing. The GM sets the DC based on how secretive and obscure your subject is. On a success, the GM shares two pieces of information that are true. On a failure, the GM shares two pieces of information, one true and the other false, without identifying which is which.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Grit ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 1+: [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You thrive amid chaos. When others would be flustered by unexpected problems, you press on with renewed focus.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you or an ally within 20 feet of you gain a Complication, you recover 1 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Raise the Banner|Raise the Banner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spy ==&lt;br /&gt;
&lt;br /&gt;
=== Collected ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Sure Outcome|Sure Outcome]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You remain mindful of your immediate goals without losing sight of your deeper value, keeping you even-keeled amid chaos.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cover Story ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Plausible Excuse|Plausible Excuse]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;By spinning vague rumors into popular gossip, you’ve created a false identity to inhabit.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you put the finishing touches on a false identity for yourself. Discuss the details of this identity with your GM, including which&lt;br /&gt;
communities you use this identity to move through and what its reputation is within those communities.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a cultural expertise relevant to your false identity’s culture.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#High Society Contacts|High Society Contacts]], [[Agent#Mighty|Mighty]], [[Agent#Subtle Takedown|Subtle Takedown]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High Society Contacts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a patron who is part of high&lt;br /&gt;
society; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your patron’s name opens doors for you, even in unfamiliar places. By invoking their name or network in the right context, you can expand your influence even further.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make a test to interact socially in high society, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a cultural expertise in High Society.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mercurial Facade ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deception 3+; [[Agent#Subtle Takedown|Subtle Takedown]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know poise is essential to any disguise, and you can change your perceived persona simply by altering your gait and presence.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you attempt to disguise yourself, you can use Deception instead of Finesse. You can do this even if you don’t have supplies for a physical disguise.&amp;lt;br&amp;gt;&lt;br /&gt;
The first character who sees through your disguise, or who you choose to surprise by revealing your identity, becomes Surprised until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mighty ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You deliver your swings, punches, and kicks with practiced efficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit with a weapon or unarmed attack, for each you used on that attack’s action, increase the damage you deal by 1 + your tier. For example, if you’re level 6 and you make an attack that costs , each deals an extra 1 + 2 damage, for a total of 6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Plausible Excuse ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deception 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Years of covert operations have taught you to dissemble on the spot, concocting a reasonable excuse for the most incriminating of behavior.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you are discovered while hiding or otherwise skulking about, you can use this reaction and spend 2 focus to pass yourself off as doing something innocent.&amp;lt;br&amp;gt;&lt;br /&gt;
You influence each character who can sense you to believe your excuse.&amp;lt;br&amp;gt;&lt;br /&gt;
A character can resist this influence, but after they do, they lose additional focus equal to your ranks in Deception.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Sleight of Hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Subtle Takedown ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You swiftly strike at your target’s throat, knees, or another vulnerable area. Before the target can cry out, they are silenced.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make an unarmed attack using Insight against the Cognitive defense of a character who is Surprised, doesn’t sense you, or doesn’t view you as a threat (such as if you’re disguised). The target must be your size or smaller. Raise the stakes on this attack test. On a hit, the target also can’t communicate until the end of their next turn. Also on a hit, you can spend an Opportunity to Grapple them as a Free Action, automatically succeeding on your test; while Restrained by this grapple, they are also Prone.&amp;lt;bR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Mercurial Facade|Mercurial Facade]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sure Outcome ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The best gamble is one that secretly isn’t a gamble at all. Your insight sometimes reveals that seemingly random events are part of someone’s plan.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], instead of&lt;br /&gt;
rerolling the plot die, you can spend 2 focus to flip it to a specific result. If the die was showing an Opportunity, flip it to Complication-4. If it was showing any Complication, flip it to Opportunity.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thief ==&lt;br /&gt;
&lt;br /&gt;
=== Cheap Shot ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know exactly where to strike to leave your foe reeling in pain. Some might not view it as sporting, but it certainly works.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you have a hand free, spend 1 focus to make an unarmed attack using Finesse against the Cognitive defense of an enemy of your size or smaller, raising the stakes when you do. On a hit, the target also becomes Stunned until the end of their next turn. On a hit or graze, you can also spend an Opportunity to steal one item on the target’s person that they aren’t holding or wielding. The exact item you can steal is up to the GM’s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Double Down ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Risky Behavior|Risky Behavior]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you decide to take a risk, you commit fully in pursuit of the greatest reward.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], you can reroll the die one additional time. You must use this final result, and if it includes a Complication, you lose 2 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Fast Talker|Fast Talker]], [[Agent#Underworld Contacts|Underworld Contacts]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fast Talker ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Speaking quickly gets you out of trouble as often as it gets you into it, and you never miss a chance to get a word in edgewise.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make spiritual skill tests via the following actions:&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Risky Behavior ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;You know that risk and reward are inseparable traveling companions, and you love seeing where this pair takes you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make a test, you can spend 1 focus to raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;[[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadow Step ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finesse 3+; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know every con artist’s trick for avoiding comeuppance, and you can slip from sight with ease.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you Disengage, you can spend 2 focus to make a Finesse test and compare the result against the Cognitive defense of each enemy who can sense you. You gain an advantage on this test if you’re in cover or an area where your target’s primary sense is obscured (such as darkness).&amp;lt;br&amp;gt;&lt;br /&gt;
If you succeed against an enemy, you’re hidden as if you’d succeeded on a Stealth test to hide from them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Surefooted ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cheap Shot|Cheap Shot]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You move through treacherous terrain with confidence and speed.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your movement rate by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Shadow Step|Shadow Step]], [[Agent#Trickster&#039;s Hand|Trickster&#039;s Hand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trickster’s Hand ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finesse 3+; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You execute your acts of skulduggery with such subtlety and dexterity that your marks struggle to follow.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make physical skill tests via the following actions:&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Underworld Contacts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a patron or follower who is&lt;br /&gt;
a member of the criminal underworld; [[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you travel in circles of ill repute, your patron or follower’s name carries remarkable weight.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make a test to interact socially with criminal individuals or groups, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Criminal Groups.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Agent&amp;diff=4845</id>
		<title>Agent</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Agent&amp;diff=4845"/>
		<updated>2026-09-26T17:25:13Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Bring Down the House */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Agent =&lt;br /&gt;
Artists of duplicity and sabotage, Agents grasp the threads of fate in the palms of their hands, waiting for the perfect moment to pull and unravel the carefully laid plans of others. Agents can fool even the most prudent with their clever ruses, swift movements, and calculated strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Insight.&#039;&#039;&#039; If you choose Agent as your starting path, gain a free skill rank in Insight.&lt;br /&gt;
&lt;br /&gt;
=== Opportunist (Agent Talent) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You instinctively sense moments of consequence. In these moments where the scale teeters between disaster and glory, you can push yourself—and your luck—to tip the outcome in your favor.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, when you roll a plot die, you can reroll that result. The original roll has no effect and you must use the new result.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Agent#Explosive Hobbyist|Explosive Hobbyist]] &amp;amp; [[Agent#Blast Rider|Blast Rider]] ([[Agent#Demolitionist|Demolitionist]])&lt;br /&gt;
*[[Agent#Get &#039;Em Talking|Get &#039;Em Talking]] &amp;amp; [[Agent#Watchful Eye|Watchful Eye]]  ([[Agent#Investigator|Investigator]])&lt;br /&gt;
*[[Agent #Defiant Glare|Defiant Glare]] &amp;amp; [[Agent#True Grit|True Grit]] ([[Agent#Rebel|Rebel]])&lt;br /&gt;
*[[Agent#Sure Outcome|Sure Outcome]] &amp;amp; [[Agent#Plausible Excuse|Plausible Excuse]] ([[Agent#Spy|Spy]])&lt;br /&gt;
*[[Agent#Risky Behavior|Risky Behavior]] &amp;amp; [[Agent#Cheap Shot|Cheap Shot]] ([[Agent#Thief|Thief]])&lt;br /&gt;
&lt;br /&gt;
== Demolitionist ==&lt;br /&gt;
&lt;br /&gt;
=== Blast Rider ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
You can always Avoid Danger before an area effect would damage you (DC 15 if you caused it). Raise the stakes. You gain an advantage on the roll, and can move up to half your movement rate (round up) on a success. If this removes you from the area, you aren&#039;t affected. You can spend an Opportunity to instead launch through the air for this movement.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Pulse of Battle|Pulse of Battle]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Boom Country ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 3+; [[Agent#Hardy (Demolitionist)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
When you use an item to create a damage dealing area effect, spend 1 or more focus to increase the size of that effect by 5 feet per focus spent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bring Down the House ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 2+; [[Agent#Weakpoint|Weakpoint]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
Analyze your environment and state a goal you could potentially accomplish with explosives (scuttle a ship, launch over a chasm, topple a statue, etc.).&amp;lt;br&amp;gt;&lt;br /&gt;
The GM tells you how many explosives you need to place (and where) to accomplish your goal, you can spend 2 focus to tell the GM how you&#039;ve already placed one, and can spend an Opportunity during this scene to do so again. Once all are placed, use a Free Action to execute your plan.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explosive Hobbyist ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
Your Single-Use weapons gain Quickdraw and you gain a utility expertise in Crafting Explosives. In addition, you can efficiently create prototype versions of sapper&#039;s charge. When you finish a long rest, you can create a number of prototype charges equal to your ranks in Crafting. The prototypes function as regular sapper&#039;s charges, except they deal a number of damage dice equal to your tier, and harmlessly fall apart when you finish your next long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Agent#Weakpoint|Weakpoint]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy (Demolitionist) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Boom Country|Boom Country]], [[Agent#In the Chaos|In the Chaos]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== In the Chaos ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 2+; [[Agent#Hardy (Demolitionist)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
[[Agent#Blast Rider|Blast Rider]] triggers even if you aren&#039;t targeted by the area effect, so long as you can sense it. You can automatically succeed on Avoid Danger tests from Blast Rider. If you choose not to and succeed anyway, bring an adjacent ally with you when you move.&lt;br /&gt;
&lt;br /&gt;
=== Pulse of Battle ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Blast Rider|Blast Rider]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you get into the flow of the fight, time seems to slow. You instinctively deflect glancing blows and sense when to lean in for a counterattack.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you’re grazed by an attack, you can choose one of the following effects (no action needed):&amp;lt;br&amp;gt;&lt;br /&gt;
*Increase your deflect value against that attack by 1, and recover 1 focus.&lt;br /&gt;
*Spend 2 focus to gain an additional Reaction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weakpoint ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Heavy Weaponry 2+; [[Agent#Explosive Hobbyist|Explosive Hobbyist]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
You can raise the stakes whenever you test to use an item to create a damage dealing area of effect. When you do so, you can spend an Opportunity or 3 focus to blow a hole in solid material one size smaller than the effect (for example, a Large explosion creates a Medium hole), or to inflict a breach on a vehicle you hit.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Bring Down the House|Bring Down the House]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Investigator ==&lt;br /&gt;
&lt;br /&gt;
=== Baleful ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Get &#039;Em Talking|Get &#039;Em Talking]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a severe stare, you crack the resolve of all but the most composed adversaries.&#039;&#039;&lt;br /&gt;
To resist your influence, a character must spend additional focus equal to your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Hardy (Investigator)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Close the Case ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Agent#Hardy (Investigator)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 3 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve compiled information on your target’s motive and circumstances. Now, by pressing on your target’s desires, weaknesses, or guilt, you can convince them to back down.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, spend 3 focus to make a Deduction test against the Cognitive defense of a character you can influence. You gain an advantage on this test if you know the target’s current motivation, and a disadvantage if you don’t.&amp;lt;br&amp;gt;&lt;br /&gt;
On a failure, the target gains an advantage on all tests against you until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
On a success, you influence the target to back down. They stop opposing your immediate aims in this scene and might even leave the scene. A target can resist this influence, but after they do, they gain a disadvantage on all tests until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gather Evidence ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Quick Analysis|Quick Analysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
Observing clues in your environment, you slowly but surely build a mental model of the mysteries before you.&amp;lt;br&amp;gt;&lt;br /&gt;
After you succeed on a cognitive test against another character, you become Focused until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Legal Codes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Get ’Em Talking ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a leading question or cutting remark, you goad others into revealing their motives.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a Deduction test against the Spiritual defense of a character you can influence. On a success, you learn the target’s motivation for being in the scene. Until the end of the scene, when you make a test to leverage this motivation against the target, you can raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy (Investigator) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Close the Case|Close the Case]], [[Agent#Sleuth&#039;s Instincts|Sleuth&#039;s Instincts]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Analysis ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Watchful Eye|Watchful Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your mind quickly files and organizes data, and you swiftly act on that information while under pressure.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make cognitive tests via the following actions: Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Gather Evidence|Gather Evidence]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sleuth’s Instincts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Agent#Hardy (Investigator)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When cracking mysteries, you know that “why” can be as important as “who” or “how.” Once you understand motivations, other details easily fall into place.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an advantage on cognitive tests against a character whose motivation you know; you might learn this motivation from the [[Agent#Get &#039;Em Talking|Get &#039;Em Talking]] talent, or from other activities such as researching them.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, after a character whose motivation you know lies to you, you automatically know they’re being deceitful (but not the nature of their lie).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Watchful Eye ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Allies can be an asset or a liability, so you keep an eye on them for their protection and yours.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a willing ally you can influence within 20 feet of you rolls a plot die, you can use this reaction to use [[Agent#Opportunist (Agent Talent)|Opportunity]] on that plot die as if it were your own.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Quick Analysis|Quick Analysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rebel ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Training ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Defiant Glare|Defiant Glare]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve been trained in the basics of weaponry and elementary battle tactics.&#039;&#039;&lt;br /&gt;
Once per round, when you miss on a weapon attack, you can graze one target without spending focus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a weapon expertise and an armor expertise of your choice, and gain a cultural expertise in Military Life.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Merciless|Merciless]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Defiant Glare ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&lt;br /&gt;
&#039;&#039;The spark of rebellion burns bright in you, undermining your enemy’s authority and wearing them down.&#039;&#039;&lt;br /&gt;
Spend 2 focus to make an Insight test against the Spiritual defense of a character you can influence. On a success, if your target wasn’t already Exhausted, they become Exhausted [−2].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Leverage Dissent ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Raise the Banner|Raise the Banner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your voice is clear through the commotion of a crowd, convincing others to rise up and take action.&#039;&#039;&lt;br /&gt;
When you roll a Complication on the plot die, add your ranks in Leadership to the bonus you receive.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Public Speaking.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Martyr&#039;s Boon|Martyr&#039;s Boon]], [[Agent#Through the Grapevine|Through the Grapevine]]&amp;lt;bR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Martyr’s Boon ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 3+; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When your enemies harm you, your inspiring presence sparks indignation in others. In a rush of fervor, they find renewed purpose to keep fighting the good fight.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, after an enemy hits you with an attack, choose a number of allies you can influence up to your ranks in Leadership. These allies gain a Reaction, which they can only use to gain the benefits of the Recover action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Merciless ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite: [[Agent#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;It’s time to make good on your threats. Your enemy never cared for a fair fight, so this time, you’ll play by their rules.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an advantage on attack tests against targets who are Exhausted, Immobilized, or Restrained.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Raise the Banner ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Agent#True Grit|True Grit]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;United under a momentous cause, you inspire your fellow insurgents by deftly supporting them in time of need.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Aid reaction on an ally, they recover 1 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Through the Grapevine ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With connections in high and low places, you gather information and reinforcements that could prove invaluable to your cause.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After a long rest, you can make an Insight test to collect information about a person or group of your choosing. The GM sets the DC based on how secretive and obscure your subject is. On a success, the GM shares two pieces of information that are true. On a failure, the GM shares two pieces of information, one true and the other false, without identifying which is which.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Grit ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 1+: [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You thrive amid chaos. When others would be flustered by unexpected problems, you press on with renewed focus.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you or an ally within 20 feet of you gain a Complication, you recover 1 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Raise the Banner|Raise the Banner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spy ==&lt;br /&gt;
&lt;br /&gt;
=== Collected ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Sure Outcome|Sure Outcome]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You remain mindful of your immediate goals without losing sight of your deeper value, keeping you even-keeled amid chaos.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cover Story ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Plausible Excuse|Plausible Excuse]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;By spinning vague rumors into popular gossip, you’ve created a false identity to inhabit.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you put the finishing touches on a false identity for yourself. Discuss the details of this identity with your GM, including which&lt;br /&gt;
communities you use this identity to move through and what its reputation is within those communities.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a cultural expertise relevant to your false identity’s culture.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#High Society Contacts|High Society Contacts]], [[Agent#Mighty|Mighty]], [[Agent#Subtle Takedown|Subtle Takedown]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High Society Contacts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a patron who is part of high&lt;br /&gt;
society; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your patron’s name opens doors for you, even in unfamiliar places. By invoking their name or network in the right context, you can expand your influence even further.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make a test to interact socially in high society, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a cultural expertise in High Society.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mercurial Facade ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deception 3+; [[Agent#Subtle Takedown|Subtle Takedown]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know poise is essential to any disguise, and you can change your perceived persona simply by altering your gait and presence.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you attempt to disguise yourself, you can use Deception instead of Finesse. You can do this even if you don’t have supplies for a physical disguise.&amp;lt;br&amp;gt;&lt;br /&gt;
The first character who sees through your disguise, or who you choose to surprise by revealing your identity, becomes Surprised until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mighty ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You deliver your swings, punches, and kicks with practiced efficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit with a weapon or unarmed attack, for each you used on that attack’s action, increase the damage you deal by 1 + your tier. For example, if you’re level 6 and you make an attack that costs , each deals an extra 1 + 2 damage, for a total of 6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Plausible Excuse ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deception 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Years of covert operations have taught you to dissemble on the spot, concocting a reasonable excuse for the most incriminating of behavior.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you are discovered while hiding or otherwise skulking about, you can use this reaction and spend 2 focus to pass yourself off as doing something innocent.&amp;lt;br&amp;gt;&lt;br /&gt;
You influence each character who can sense you to believe your excuse.&amp;lt;br&amp;gt;&lt;br /&gt;
A character can resist this influence, but after they do, they lose additional focus equal to your ranks in Deception.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Sleight of Hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Subtle Takedown ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You swiftly strike at your target’s throat, knees, or another vulnerable area. Before the target can cry out, they are silenced.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make an unarmed attack using Insight against the Cognitive defense of a character who is Surprised, doesn’t sense you, or doesn’t view you as a threat (such as if you’re disguised). The target must be your size or smaller. Raise the stakes on this attack test. On a hit, the target also can’t communicate until the end of their next turn. Also on a hit, you can spend an Opportunity to Grapple them as a Free Action, automatically succeeding on your test; while Restrained by this grapple, they are also Prone.&amp;lt;bR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Mercurial Facade|Mercurial Facade]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sure Outcome ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The best gamble is one that secretly isn’t a gamble at all. Your insight sometimes reveals that seemingly random events are part of someone’s plan.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], instead of&lt;br /&gt;
rerolling the plot die, you can spend 2 focus to flip it to a specific result. If the die was showing an Opportunity, flip it to Complication-4. If it was showing any Complication, flip it to Opportunity.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thief ==&lt;br /&gt;
&lt;br /&gt;
=== Cheap Shot ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know exactly where to strike to leave your foe reeling in pain. Some might not view it as sporting, but it certainly works.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you have a hand free, spend 1 focus to make an unarmed attack using Finesse against the Cognitive defense of an enemy of your size or smaller, raising the stakes when you do. On a hit, the target also becomes Stunned until the end of their next turn. On a hit or graze, you can also spend an Opportunity to steal one item on the target’s person that they aren’t holding or wielding. The exact item you can steal is up to the GM’s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Double Down ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Risky Behavior|Risky Behavior]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you decide to take a risk, you commit fully in pursuit of the greatest reward.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], you can reroll the die one additional time. You must use this final result, and if it includes a Complication, you lose 2 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Fast Talker|Fast Talker]], [[Agent#Underworld Contacts|Underworld Contacts]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fast Talker ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Speaking quickly gets you out of trouble as often as it gets you into it, and you never miss a chance to get a word in edgewise.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make spiritual skill tests via the following actions:&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Risky Behavior ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;You know that risk and reward are inseparable traveling companions, and you love seeing where this pair takes you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make a test, you can spend 1 focus to raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;[[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadow Step ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finesse 3+; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know every con artist’s trick for avoiding comeuppance, and you can slip from sight with ease.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you Disengage, you can spend 2 focus to make a Finesse test and compare the result against the Cognitive defense of each enemy who can sense you. You gain an advantage on this test if you’re in cover or an area where your target’s primary sense is obscured (such as darkness).&amp;lt;br&amp;gt;&lt;br /&gt;
If you succeed against an enemy, you’re hidden as if you’d succeeded on a Stealth test to hide from them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Surefooted ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cheap Shot|Cheap Shot]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You move through treacherous terrain with confidence and speed.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your movement rate by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Shadow Step|Shadow Step]], [[Agent#Trickster&#039;s Hand|Trickster&#039;s Hand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trickster’s Hand ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finesse 3+; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You execute your acts of skulduggery with such subtlety and dexterity that your marks struggle to follow.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make physical skill tests via the following actions:&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Underworld Contacts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a patron or follower who is&lt;br /&gt;
a member of the criminal underworld; [[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you travel in circles of ill repute, your patron or follower’s name carries remarkable weight.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make a test to interact socially with criminal individuals or groups, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Criminal Groups.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Agent&amp;diff=4844</id>
		<title>Agent</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Agent&amp;diff=4844"/>
		<updated>2026-09-26T17:24:58Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Agent */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Agent =&lt;br /&gt;
Artists of duplicity and sabotage, Agents grasp the threads of fate in the palms of their hands, waiting for the perfect moment to pull and unravel the carefully laid plans of others. Agents can fool even the most prudent with their clever ruses, swift movements, and calculated strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Insight.&#039;&#039;&#039; If you choose Agent as your starting path, gain a free skill rank in Insight.&lt;br /&gt;
&lt;br /&gt;
=== Opportunist (Agent Talent) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You instinctively sense moments of consequence. In these moments where the scale teeters between disaster and glory, you can push yourself—and your luck—to tip the outcome in your favor.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, when you roll a plot die, you can reroll that result. The original roll has no effect and you must use the new result.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Agent#Explosive Hobbyist|Explosive Hobbyist]] &amp;amp; [[Agent#Blast Rider|Blast Rider]] ([[Agent#Demolitionist|Demolitionist]])&lt;br /&gt;
*[[Agent#Get &#039;Em Talking|Get &#039;Em Talking]] &amp;amp; [[Agent#Watchful Eye|Watchful Eye]]  ([[Agent#Investigator|Investigator]])&lt;br /&gt;
*[[Agent #Defiant Glare|Defiant Glare]] &amp;amp; [[Agent#True Grit|True Grit]] ([[Agent#Rebel|Rebel]])&lt;br /&gt;
*[[Agent#Sure Outcome|Sure Outcome]] &amp;amp; [[Agent#Plausible Excuse|Plausible Excuse]] ([[Agent#Spy|Spy]])&lt;br /&gt;
*[[Agent#Risky Behavior|Risky Behavior]] &amp;amp; [[Agent#Cheap Shot|Cheap Shot]] ([[Agent#Thief|Thief]])&lt;br /&gt;
&lt;br /&gt;
== Demolitionist ==&lt;br /&gt;
&lt;br /&gt;
=== Blast Rider ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
You can always Avoid Danger before an area effect would damage you (DC 15 if you caused it). Raise the stakes. You gain an advantage on the roll, and can move up to half your movement rate (round up) on a success. If this removes you from the area, you aren&#039;t affected. You can spend an Opportunity to instead launch through the air for this movement.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Pulse of Battle|Pulse of Battle]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Boom Country ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 3+; [[Agent#Hardy (Demolitionist)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
When you use an item to create a damage dealing area effect, spend 1 or more focus to increase the size of that effect by 5 feet per focus spent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bring Down the House ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 2+; [[Agent#Weakpoint|Weakpoint]]&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
Analyze your environment and state a goal you could potentially accomplish with explosives (scuttle a ship, launch over a chasm, topple a statue, etc.).&amp;lt;br&amp;gt;&lt;br /&gt;
The GM tells you how many explosives you need to place (and where) to accomplish your goal, you can spend 2 focus to tell the GM how you&#039;ve already placed one, and can spend an Opportunity during this scene to do so again. Once all are placed, use a Free Action to execute your plan.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explosive Hobbyist ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
Your Single-Use weapons gain Quickdraw and you gain a utility expertise in Crafting Explosives. In addition, you can efficiently create prototype versions of sapper&#039;s charge. When you finish a long rest, you can create a number of prototype charges equal to your ranks in Crafting. The prototypes function as regular sapper&#039;s charges, except they deal a number of damage dice equal to your tier, and harmlessly fall apart when you finish your next long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Agent#Weakpoint|Weakpoint]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy (Demolitionist) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Boom Country|Boom Country]], [[Agent#In the Chaos|In the Chaos]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== In the Chaos ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 2+; [[Agent#Hardy (Demolitionist)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
[[Agent#Blast Rider|Blast Rider]] triggers even if you aren&#039;t targeted by the area effect, so long as you can sense it. You can automatically succeed on Avoid Danger tests from Blast Rider. If you choose not to and succeed anyway, bring an adjacent ally with you when you move.&lt;br /&gt;
&lt;br /&gt;
=== Pulse of Battle ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Blast Rider|Blast Rider]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you get into the flow of the fight, time seems to slow. You instinctively deflect glancing blows and sense when to lean in for a counterattack.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you’re grazed by an attack, you can choose one of the following effects (no action needed):&amp;lt;br&amp;gt;&lt;br /&gt;
*Increase your deflect value against that attack by 1, and recover 1 focus.&lt;br /&gt;
*Spend 2 focus to gain an additional Reaction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weakpoint ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Heavy Weaponry 2+; [[Agent#Explosive Hobbyist|Explosive Hobbyist]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
You can raise the stakes whenever you test to use an item to create a damage dealing area of effect. When you do so, you can spend an Opportunity or 3 focus to blow a hole in solid material one size smaller than the effect (for example, a Large explosion creates a Medium hole), or to inflict a breach on a vehicle you hit.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Bring Down the House|Bring Down the House]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Investigator ==&lt;br /&gt;
&lt;br /&gt;
=== Baleful ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Get &#039;Em Talking|Get &#039;Em Talking]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a severe stare, you crack the resolve of all but the most composed adversaries.&#039;&#039;&lt;br /&gt;
To resist your influence, a character must spend additional focus equal to your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Hardy (Investigator)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Close the Case ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Agent#Hardy (Investigator)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 3 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve compiled information on your target’s motive and circumstances. Now, by pressing on your target’s desires, weaknesses, or guilt, you can convince them to back down.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, spend 3 focus to make a Deduction test against the Cognitive defense of a character you can influence. You gain an advantage on this test if you know the target’s current motivation, and a disadvantage if you don’t.&amp;lt;br&amp;gt;&lt;br /&gt;
On a failure, the target gains an advantage on all tests against you until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
On a success, you influence the target to back down. They stop opposing your immediate aims in this scene and might even leave the scene. A target can resist this influence, but after they do, they gain a disadvantage on all tests until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gather Evidence ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Quick Analysis|Quick Analysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
Observing clues in your environment, you slowly but surely build a mental model of the mysteries before you.&amp;lt;br&amp;gt;&lt;br /&gt;
After you succeed on a cognitive test against another character, you become Focused until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Legal Codes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Get ’Em Talking ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a leading question or cutting remark, you goad others into revealing their motives.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a Deduction test against the Spiritual defense of a character you can influence. On a success, you learn the target’s motivation for being in the scene. Until the end of the scene, when you make a test to leverage this motivation against the target, you can raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy (Investigator) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Close the Case|Close the Case]], [[Agent#Sleuth&#039;s Instincts|Sleuth&#039;s Instincts]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Analysis ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Watchful Eye|Watchful Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your mind quickly files and organizes data, and you swiftly act on that information while under pressure.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make cognitive tests via the following actions: Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Gather Evidence|Gather Evidence]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sleuth’s Instincts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Agent#Hardy (Investigator)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When cracking mysteries, you know that “why” can be as important as “who” or “how.” Once you understand motivations, other details easily fall into place.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an advantage on cognitive tests against a character whose motivation you know; you might learn this motivation from the [[Agent#Get &#039;Em Talking|Get &#039;Em Talking]] talent, or from other activities such as researching them.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, after a character whose motivation you know lies to you, you automatically know they’re being deceitful (but not the nature of their lie).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Watchful Eye ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Allies can be an asset or a liability, so you keep an eye on them for their protection and yours.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a willing ally you can influence within 20 feet of you rolls a plot die, you can use this reaction to use [[Agent#Opportunist (Agent Talent)|Opportunity]] on that plot die as if it were your own.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Quick Analysis|Quick Analysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rebel ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Training ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Defiant Glare|Defiant Glare]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve been trained in the basics of weaponry and elementary battle tactics.&#039;&#039;&lt;br /&gt;
Once per round, when you miss on a weapon attack, you can graze one target without spending focus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a weapon expertise and an armor expertise of your choice, and gain a cultural expertise in Military Life.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Merciless|Merciless]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Defiant Glare ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&lt;br /&gt;
&#039;&#039;The spark of rebellion burns bright in you, undermining your enemy’s authority and wearing them down.&#039;&#039;&lt;br /&gt;
Spend 2 focus to make an Insight test against the Spiritual defense of a character you can influence. On a success, if your target wasn’t already Exhausted, they become Exhausted [−2].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Leverage Dissent ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Raise the Banner|Raise the Banner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your voice is clear through the commotion of a crowd, convincing others to rise up and take action.&#039;&#039;&lt;br /&gt;
When you roll a Complication on the plot die, add your ranks in Leadership to the bonus you receive.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Public Speaking.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Martyr&#039;s Boon|Martyr&#039;s Boon]], [[Agent#Through the Grapevine|Through the Grapevine]]&amp;lt;bR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Martyr’s Boon ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 3+; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When your enemies harm you, your inspiring presence sparks indignation in others. In a rush of fervor, they find renewed purpose to keep fighting the good fight.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, after an enemy hits you with an attack, choose a number of allies you can influence up to your ranks in Leadership. These allies gain a Reaction, which they can only use to gain the benefits of the Recover action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Merciless ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite: [[Agent#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;It’s time to make good on your threats. Your enemy never cared for a fair fight, so this time, you’ll play by their rules.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an advantage on attack tests against targets who are Exhausted, Immobilized, or Restrained.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Raise the Banner ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Agent#True Grit|True Grit]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;United under a momentous cause, you inspire your fellow insurgents by deftly supporting them in time of need.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Aid reaction on an ally, they recover 1 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Through the Grapevine ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With connections in high and low places, you gather information and reinforcements that could prove invaluable to your cause.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After a long rest, you can make an Insight test to collect information about a person or group of your choosing. The GM sets the DC based on how secretive and obscure your subject is. On a success, the GM shares two pieces of information that are true. On a failure, the GM shares two pieces of information, one true and the other false, without identifying which is which.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Grit ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 1+: [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You thrive amid chaos. When others would be flustered by unexpected problems, you press on with renewed focus.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you or an ally within 20 feet of you gain a Complication, you recover 1 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Raise the Banner|Raise the Banner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spy ==&lt;br /&gt;
&lt;br /&gt;
=== Collected ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Sure Outcome|Sure Outcome]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You remain mindful of your immediate goals without losing sight of your deeper value, keeping you even-keeled amid chaos.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cover Story ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Plausible Excuse|Plausible Excuse]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;By spinning vague rumors into popular gossip, you’ve created a false identity to inhabit.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you put the finishing touches on a false identity for yourself. Discuss the details of this identity with your GM, including which&lt;br /&gt;
communities you use this identity to move through and what its reputation is within those communities.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a cultural expertise relevant to your false identity’s culture.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#High Society Contacts|High Society Contacts]], [[Agent#Mighty|Mighty]], [[Agent#Subtle Takedown|Subtle Takedown]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High Society Contacts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a patron who is part of high&lt;br /&gt;
society; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your patron’s name opens doors for you, even in unfamiliar places. By invoking their name or network in the right context, you can expand your influence even further.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make a test to interact socially in high society, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a cultural expertise in High Society.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mercurial Facade ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deception 3+; [[Agent#Subtle Takedown|Subtle Takedown]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know poise is essential to any disguise, and you can change your perceived persona simply by altering your gait and presence.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you attempt to disguise yourself, you can use Deception instead of Finesse. You can do this even if you don’t have supplies for a physical disguise.&amp;lt;br&amp;gt;&lt;br /&gt;
The first character who sees through your disguise, or who you choose to surprise by revealing your identity, becomes Surprised until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mighty ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You deliver your swings, punches, and kicks with practiced efficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit with a weapon or unarmed attack, for each you used on that attack’s action, increase the damage you deal by 1 + your tier. For example, if you’re level 6 and you make an attack that costs , each deals an extra 1 + 2 damage, for a total of 6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Plausible Excuse ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deception 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Years of covert operations have taught you to dissemble on the spot, concocting a reasonable excuse for the most incriminating of behavior.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you are discovered while hiding or otherwise skulking about, you can use this reaction and spend 2 focus to pass yourself off as doing something innocent.&amp;lt;br&amp;gt;&lt;br /&gt;
You influence each character who can sense you to believe your excuse.&amp;lt;br&amp;gt;&lt;br /&gt;
A character can resist this influence, but after they do, they lose additional focus equal to your ranks in Deception.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Sleight of Hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Subtle Takedown ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You swiftly strike at your target’s throat, knees, or another vulnerable area. Before the target can cry out, they are silenced.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make an unarmed attack using Insight against the Cognitive defense of a character who is Surprised, doesn’t sense you, or doesn’t view you as a threat (such as if you’re disguised). The target must be your size or smaller. Raise the stakes on this attack test. On a hit, the target also can’t communicate until the end of their next turn. Also on a hit, you can spend an Opportunity to Grapple them as a Free Action, automatically succeeding on your test; while Restrained by this grapple, they are also Prone.&amp;lt;bR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Mercurial Facade|Mercurial Facade]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sure Outcome ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The best gamble is one that secretly isn’t a gamble at all. Your insight sometimes reveals that seemingly random events are part of someone’s plan.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], instead of&lt;br /&gt;
rerolling the plot die, you can spend 2 focus to flip it to a specific result. If the die was showing an Opportunity, flip it to Complication-4. If it was showing any Complication, flip it to Opportunity.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thief ==&lt;br /&gt;
&lt;br /&gt;
=== Cheap Shot ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know exactly where to strike to leave your foe reeling in pain. Some might not view it as sporting, but it certainly works.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you have a hand free, spend 1 focus to make an unarmed attack using Finesse against the Cognitive defense of an enemy of your size or smaller, raising the stakes when you do. On a hit, the target also becomes Stunned until the end of their next turn. On a hit or graze, you can also spend an Opportunity to steal one item on the target’s person that they aren’t holding or wielding. The exact item you can steal is up to the GM’s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Double Down ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Risky Behavior|Risky Behavior]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you decide to take a risk, you commit fully in pursuit of the greatest reward.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], you can reroll the die one additional time. You must use this final result, and if it includes a Complication, you lose 2 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Fast Talker|Fast Talker]], [[Agent#Underworld Contacts|Underworld Contacts]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fast Talker ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Speaking quickly gets you out of trouble as often as it gets you into it, and you never miss a chance to get a word in edgewise.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make spiritual skill tests via the following actions:&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Risky Behavior ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;You know that risk and reward are inseparable traveling companions, and you love seeing where this pair takes you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make a test, you can spend 1 focus to raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;[[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadow Step ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finesse 3+; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know every con artist’s trick for avoiding comeuppance, and you can slip from sight with ease.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you Disengage, you can spend 2 focus to make a Finesse test and compare the result against the Cognitive defense of each enemy who can sense you. You gain an advantage on this test if you’re in cover or an area where your target’s primary sense is obscured (such as darkness).&amp;lt;br&amp;gt;&lt;br /&gt;
If you succeed against an enemy, you’re hidden as if you’d succeeded on a Stealth test to hide from them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Surefooted ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cheap Shot|Cheap Shot]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You move through treacherous terrain with confidence and speed.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your movement rate by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Shadow Step|Shadow Step]], [[Agent#Trickster&#039;s Hand|Trickster&#039;s Hand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trickster’s Hand ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finesse 3+; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You execute your acts of skulduggery with such subtlety and dexterity that your marks struggle to follow.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make physical skill tests via the following actions:&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Underworld Contacts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a patron or follower who is&lt;br /&gt;
a member of the criminal underworld; [[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you travel in circles of ill repute, your patron or follower’s name carries remarkable weight.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make a test to interact socially with criminal individuals or groups, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Criminal Groups.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Agent&amp;diff=4843</id>
		<title>Agent</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Agent&amp;diff=4843"/>
		<updated>2026-09-26T17:00:12Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Agent */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Agent =&lt;br /&gt;
Artists of duplicity and sabotage, Agents grasp the threads of fate in the palms of their hands, waiting for the perfect moment to pull and unravel the carefully laid plans of others. Agents can fool even the most prudent with their clever ruses, swift movements, and calculated strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Insight.&#039;&#039;&#039; If you choose Agent as your starting path, gain a free skill rank in Insight.&lt;br /&gt;
&lt;br /&gt;
=== Opportunist (Agent Talent) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You instinctively sense moments of consequence. In these moments where the scale teeters between disaster and glory, you can push yourself—and your luck—to tip the outcome in your favor.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, when you roll a plot die, you can reroll that result. The original roll has no effect and you must use the new result.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Agent#Explosive Hobbyist|Explosive Hobbyist]] &amp;amp; [[Agent#Blast Rider|Blast Rider]] ([[Agent#Demolitionist|Demolitionist]])&lt;br /&gt;
*[[Agent#Get &#039;Em Talking|Get &#039;Em Talking]] &amp;amp; [[Agent#Watchful Eye|Watchful Eye]]  ([[Agent#Investigator|Investigator]])&lt;br /&gt;
*[[Agent #Defiant Glare|Defiant Glare]] &amp;amp; [[Agent#True Grit|True Grit]] ([[Agent#Rebel|Rebel]])&lt;br /&gt;
*[[Agent#Sure Outcome|Sure Outcome]] &amp;amp; [[Agent#Plausible Excuse|Plausible Excuse]] ([[Agent#Spy|Spy]])&lt;br /&gt;
*[[Agent#Risky Behavior|Risky Behavior]] &amp;amp; [[Agent#Cheap Shot|Cheap Shot]] ([[Agent#Thief|Thief]])&lt;br /&gt;
&lt;br /&gt;
== Demolitionist ==&lt;br /&gt;
&lt;br /&gt;
=== Blast Rider ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
You can always Avoid Danger before an area effect would damage you (DC 15 if you caused it). Raise the stakes. You gain an advantage on the roll, and can move up to half your movement rate (round up) on a success. If this removes you from the area, you aren&#039;t affected. You can spend an Opportunity to instead launch through the air for this movement.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Pulse of Battle|Pulse of Battle]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Boom Country ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Crafting 3+; [[Agent#Hardy (Demolitionist)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
When you use an item to create a damage dealing area effect, spend 1 or more focus to increase the size of that effect by 5 feet per focus spent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bring Down the House ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 2+; [[Agent#Weakpoint|Weakpoint]]&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
Analyze your environment and state a goal you could potentially accomplish with explosives (scuttle a ship, launch over a chasm, topple a statue, etc.).&amp;lt;br&amp;gt;&lt;br /&gt;
The GM tells you how many explosives you need to place (and where) to accomplish your goal, you can spend 2 focus to tell the GM how you&#039;ve already placed one, and can spend an Opportunity during this scene to do so again. Once all are placed, ▷ to execute your plan.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXPLOSIVE HOBBYIST&lt;br /&gt;
Prerequisite: Crafting 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&lt;br /&gt;
Activation: ★&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
Your Single-Use weapons gain Quickdraw and you gain&lt;br /&gt;
a utility expertise in Crafting Explosives.&lt;br /&gt;
In addition, you can efficiently create prototype&lt;br /&gt;
versions of sapper&#039;s charge. When you finish a long&lt;br /&gt;
rest, you can create a number of prototype charges&lt;br /&gt;
equal to your ranks in Crafting. The prototypes&lt;br /&gt;
function as regular sapper&#039;s charges, except they deal a&lt;br /&gt;
number of damage dice equal to your tier, and&lt;br /&gt;
harmlessly fall apart when you finish your next long&lt;br /&gt;
rest.&lt;br /&gt;
&lt;br /&gt;
HARDY&lt;br /&gt;
Prerequisite: Cover Story talent&lt;br /&gt;
Activation: ∞&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and&lt;br /&gt;
current health increase by 1 per level. This applies to&lt;br /&gt;
all previous and future levels; for example, if you&lt;br /&gt;
choose this talent at level 6, retroactively increase your&lt;br /&gt;
health by 6.&lt;br /&gt;
&lt;br /&gt;
IN THE CHAOS&lt;br /&gt;
Prerequisite: Deduction 2+; Hardy talent&lt;br /&gt;
Activation: ★&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
Blast Rider triggers even if you aren&#039;t targeted by the&lt;br /&gt;
area effect, so long as you can sense it.&lt;br /&gt;
You can automatically succeed on Avoid Danger tests&lt;br /&gt;
from Blast Rider. If you choose not to and succeed&lt;br /&gt;
anyway, bring an adjacent ally with you when you&lt;br /&gt;
move.&lt;br /&gt;
&lt;br /&gt;
PULSE OF BATTLE&lt;br /&gt;
Prerequisite: Blast Rider talent&lt;br /&gt;
Activation: ★&lt;br /&gt;
When you get into the flow of the fight, time seems to slow.&lt;br /&gt;
You instinctively deflect glancing blows and sense when to&lt;br /&gt;
lean in for a counterattack.&lt;br /&gt;
Before you’re grazed by an attack, you can choose one&lt;br /&gt;
of the following effects (no action needed):&lt;br /&gt;
&lt;br /&gt;
• Increase your deflect value against that attack&lt;br /&gt;
by 1, and recover 1 focus.&lt;br /&gt;
• Spend 2 focus to gain an additional ↻.&lt;br /&gt;
&lt;br /&gt;
WEAKPOINT&lt;br /&gt;
Prerequisite: Heavy Weaponry 2+; Explosive Hobbyist&lt;br /&gt;
talent&lt;br /&gt;
Activation: ★&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
You can raise the stakes whenever you test to use an&lt;br /&gt;
item to create a damage dealing area of effect.&lt;br /&gt;
When you do so, you can spend [Opportunity] or 3&lt;br /&gt;
focus to blow a hole in solid material one size smaller&lt;br /&gt;
than the effect (for example, a Large explosion creates a&lt;br /&gt;
Medium hole), or to inflict a breach on a vehicle you hit.&lt;br /&gt;
&lt;br /&gt;
== Investigator ==&lt;br /&gt;
&lt;br /&gt;
=== Baleful ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Get &#039;Em Talking|Get &#039;Em Talking]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a severe stare, you crack the resolve of all but the most composed adversaries.&#039;&#039;&lt;br /&gt;
To resist your influence, a character must spend additional focus equal to your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Hardy (Investigator)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Close the Case ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Agent#Hardy (Investigator)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 3 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve compiled information on your target’s motive and circumstances. Now, by pressing on your target’s desires, weaknesses, or guilt, you can convince them to back down.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, spend 3 focus to make a Deduction test against the Cognitive defense of a character you can influence. You gain an advantage on this test if you know the target’s current motivation, and a disadvantage if you don’t.&amp;lt;br&amp;gt;&lt;br /&gt;
On a failure, the target gains an advantage on all tests against you until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
On a success, you influence the target to back down. They stop opposing your immediate aims in this scene and might even leave the scene. A target can resist this influence, but after they do, they gain a disadvantage on all tests until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gather Evidence ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Quick Analysis|Quick Analysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
Observing clues in your environment, you slowly but surely build a mental model of the mysteries before you.&amp;lt;br&amp;gt;&lt;br /&gt;
After you succeed on a cognitive test against another character, you become Focused until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Legal Codes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Get ’Em Talking ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a leading question or cutting remark, you goad others into revealing their motives.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a Deduction test against the Spiritual defense of a character you can influence. On a success, you learn the target’s motivation for being in the scene. Until the end of the scene, when you make a test to leverage this motivation against the target, you can raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy (Investigator) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Close the Case|Close the Case]], [[Agent#Sleuth&#039;s Instincts|Sleuth&#039;s Instincts]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Analysis ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Watchful Eye|Watchful Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your mind quickly files and organizes data, and you swiftly act on that information while under pressure.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make cognitive tests via the following actions: Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Gather Evidence|Gather Evidence]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sleuth’s Instincts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Agent#Hardy (Investigator)|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When cracking mysteries, you know that “why” can be as important as “who” or “how.” Once you understand motivations, other details easily fall into place.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an advantage on cognitive tests against a character whose motivation you know; you might learn this motivation from the [[Agent#Get &#039;Em Talking|Get &#039;Em Talking]] talent, or from other activities such as researching them.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, after a character whose motivation you know lies to you, you automatically know they’re being deceitful (but not the nature of their lie).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Watchful Eye ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Allies can be an asset or a liability, so you keep an eye on them for their protection and yours.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a willing ally you can influence within 20 feet of you rolls a plot die, you can use this reaction to use [[Agent#Opportunist (Agent Talent)|Opportunity]] on that plot die as if it were your own.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Quick Analysis|Quick Analysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rebel ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Training ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Defiant Glare|Defiant Glare]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve been trained in the basics of weaponry and elementary battle tactics.&#039;&#039;&lt;br /&gt;
Once per round, when you miss on a weapon attack, you can graze one target without spending focus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a weapon expertise and an armor expertise of your choice, and gain a cultural expertise in Military Life.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Merciless|Merciless]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Defiant Glare ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&lt;br /&gt;
&#039;&#039;The spark of rebellion burns bright in you, undermining your enemy’s authority and wearing them down.&#039;&#039;&lt;br /&gt;
Spend 2 focus to make an Insight test against the Spiritual defense of a character you can influence. On a success, if your target wasn’t already Exhausted, they become Exhausted [−2].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Leverage Dissent ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Raise the Banner|Raise the Banner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your voice is clear through the commotion of a crowd, convincing others to rise up and take action.&#039;&#039;&lt;br /&gt;
When you roll a Complication on the plot die, add your ranks in Leadership to the bonus you receive.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Public Speaking.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Martyr&#039;s Boon|Martyr&#039;s Boon]], [[Agent#Through the Grapevine|Through the Grapevine]]&amp;lt;bR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Martyr’s Boon ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 3+; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When your enemies harm you, your inspiring presence sparks indignation in others. In a rush of fervor, they find renewed purpose to keep fighting the good fight.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, after an enemy hits you with an attack, choose a number of allies you can influence up to your ranks in Leadership. These allies gain a Reaction, which they can only use to gain the benefits of the Recover action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Merciless ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite: [[Agent#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;It’s time to make good on your threats. Your enemy never cared for a fair fight, so this time, you’ll play by their rules.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an advantage on attack tests against targets who are Exhausted, Immobilized, or Restrained.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Raise the Banner ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Agent#True Grit|True Grit]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;United under a momentous cause, you inspire your fellow insurgents by deftly supporting them in time of need.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Aid reaction on an ally, they recover 1 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Through the Grapevine ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With connections in high and low places, you gather information and reinforcements that could prove invaluable to your cause.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After a long rest, you can make an Insight test to collect information about a person or group of your choosing. The GM sets the DC based on how secretive and obscure your subject is. On a success, the GM shares two pieces of information that are true. On a failure, the GM shares two pieces of information, one true and the other false, without identifying which is which.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Grit ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 1+: [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You thrive amid chaos. When others would be flustered by unexpected problems, you press on with renewed focus.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you or an ally within 20 feet of you gain a Complication, you recover 1 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Raise the Banner|Raise the Banner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spy ==&lt;br /&gt;
&lt;br /&gt;
=== Collected ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Sure Outcome|Sure Outcome]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You remain mindful of your immediate goals without losing sight of your deeper value, keeping you even-keeled amid chaos.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cover Story ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Plausible Excuse|Plausible Excuse]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;By spinning vague rumors into popular gossip, you’ve created a false identity to inhabit.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you put the finishing touches on a false identity for yourself. Discuss the details of this identity with your GM, including which&lt;br /&gt;
communities you use this identity to move through and what its reputation is within those communities.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a cultural expertise relevant to your false identity’s culture.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#High Society Contacts|High Society Contacts]], [[Agent#Mighty|Mighty]], [[Agent#Subtle Takedown|Subtle Takedown]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High Society Contacts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a patron who is part of high&lt;br /&gt;
society; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your patron’s name opens doors for you, even in unfamiliar places. By invoking their name or network in the right context, you can expand your influence even further.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make a test to interact socially in high society, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a cultural expertise in High Society.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mercurial Facade ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deception 3+; [[Agent#Subtle Takedown|Subtle Takedown]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know poise is essential to any disguise, and you can change your perceived persona simply by altering your gait and presence.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you attempt to disguise yourself, you can use Deception instead of Finesse. You can do this even if you don’t have supplies for a physical disguise.&amp;lt;br&amp;gt;&lt;br /&gt;
The first character who sees through your disguise, or who you choose to surprise by revealing your identity, becomes Surprised until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mighty ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You deliver your swings, punches, and kicks with practiced efficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit with a weapon or unarmed attack, for each you used on that attack’s action, increase the damage you deal by 1 + your tier. For example, if you’re level 6 and you make an attack that costs , each deals an extra 1 + 2 damage, for a total of 6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Plausible Excuse ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deception 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Years of covert operations have taught you to dissemble on the spot, concocting a reasonable excuse for the most incriminating of behavior.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you are discovered while hiding or otherwise skulking about, you can use this reaction and spend 2 focus to pass yourself off as doing something innocent.&amp;lt;br&amp;gt;&lt;br /&gt;
You influence each character who can sense you to believe your excuse.&amp;lt;br&amp;gt;&lt;br /&gt;
A character can resist this influence, but after they do, they lose additional focus equal to your ranks in Deception.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Sleight of Hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Subtle Takedown ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You swiftly strike at your target’s throat, knees, or another vulnerable area. Before the target can cry out, they are silenced.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make an unarmed attack using Insight against the Cognitive defense of a character who is Surprised, doesn’t sense you, or doesn’t view you as a threat (such as if you’re disguised). The target must be your size or smaller. Raise the stakes on this attack test. On a hit, the target also can’t communicate until the end of their next turn. Also on a hit, you can spend an Opportunity to Grapple them as a Free Action, automatically succeeding on your test; while Restrained by this grapple, they are also Prone.&amp;lt;bR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Mercurial Facade|Mercurial Facade]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sure Outcome ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The best gamble is one that secretly isn’t a gamble at all. Your insight sometimes reveals that seemingly random events are part of someone’s plan.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], instead of&lt;br /&gt;
rerolling the plot die, you can spend 2 focus to flip it to a specific result. If the die was showing an Opportunity, flip it to Complication-4. If it was showing any Complication, flip it to Opportunity.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thief ==&lt;br /&gt;
&lt;br /&gt;
=== Cheap Shot ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know exactly where to strike to leave your foe reeling in pain. Some might not view it as sporting, but it certainly works.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you have a hand free, spend 1 focus to make an unarmed attack using Finesse against the Cognitive defense of an enemy of your size or smaller, raising the stakes when you do. On a hit, the target also becomes Stunned until the end of their next turn. On a hit or graze, you can also spend an Opportunity to steal one item on the target’s person that they aren’t holding or wielding. The exact item you can steal is up to the GM’s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Double Down ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Risky Behavior|Risky Behavior]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you decide to take a risk, you commit fully in pursuit of the greatest reward.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], you can reroll the die one additional time. You must use this final result, and if it includes a Complication, you lose 2 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Fast Talker|Fast Talker]], [[Agent#Underworld Contacts|Underworld Contacts]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fast Talker ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Speaking quickly gets you out of trouble as often as it gets you into it, and you never miss a chance to get a word in edgewise.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make spiritual skill tests via the following actions:&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Risky Behavior ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;You know that risk and reward are inseparable traveling companions, and you love seeing where this pair takes you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make a test, you can spend 1 focus to raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;[[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadow Step ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finesse 3+; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know every con artist’s trick for avoiding comeuppance, and you can slip from sight with ease.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you Disengage, you can spend 2 focus to make a Finesse test and compare the result against the Cognitive defense of each enemy who can sense you. You gain an advantage on this test if you’re in cover or an area where your target’s primary sense is obscured (such as darkness).&amp;lt;br&amp;gt;&lt;br /&gt;
If you succeed against an enemy, you’re hidden as if you’d succeeded on a Stealth test to hide from them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Surefooted ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cheap Shot|Cheap Shot]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You move through treacherous terrain with confidence and speed.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your movement rate by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Shadow Step|Shadow Step]], [[Agent#Trickster&#039;s Hand|Trickster&#039;s Hand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trickster’s Hand ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finesse 3+; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You execute your acts of skulduggery with such subtlety and dexterity that your marks struggle to follow.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make physical skill tests via the following actions:&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Underworld Contacts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a patron or follower who is&lt;br /&gt;
a member of the criminal underworld; [[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you travel in circles of ill repute, your patron or follower’s name carries remarkable weight.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make a test to interact socially with criminal individuals or groups, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Criminal Groups.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Hunter&amp;diff=4842</id>
		<title>Hunter</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Hunter&amp;diff=4842"/>
		<updated>2026-09-26T15:52:45Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Seek Quarry (Hunter Talent) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Hunter =&lt;br /&gt;
The thrill of the chase thrums in a Hunter’s mind as they patiently surveil. No detail is too small or insignificant to ignore. Experience teaches the most important lesson: you don’t have to be more powerful than your quarry, so long as you’re better prepared.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Perception.&#039;&#039;&#039; If you choose Hunter as your starting path, gain a free skill rank in Perception.&lt;br /&gt;
&lt;br /&gt;
=== Seek Quarry (Hunter Talent) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Once you’ve found your prey’s trail, you unrelentingly pursue them and study their movements across the harshest of terrain.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After spending 1 minute mentally preparing, you choose a character who you can sense or who you’ve previously encountered. That character becomes your quarry until&lt;br /&gt;
you choose to end this effect as a Free Action or select a new quarry.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain an advantage on tests made to find, attack, or study your quarry (such as the Gain Advantage action).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Hunter#Combat Training|Combat Training]] &amp;amp; [[Hunter#Tagging Shot|Tagging Shot]] ([[Hunter#Archer|Archer]])&lt;br /&gt;
*[[Hunter#Killing Edge|Killing Edge]] &amp;amp; [[Hunter#Startling Blow|Startling Blow]] ([[Hunter#Assassin|Assassin]])&lt;br /&gt;
*[[Hunter#Martial Intuition|Martial Intuition]] &amp;amp; [[Hunter#Searing Lash|Searing Lash]] ([[Hunter#Disciple|Disciple]])&lt;br /&gt;
*[[Hunter#Sharp Eye|Sharp Eye]] &amp;amp; [[Hunter#Fire Discipline|Fire Discipline]] ([[Hunter#Sharpshooter|Sharpshooter]])&lt;br /&gt;
*[[Hunter#Deadly Trap|Deadly Trap]] &amp;amp; [[Hunter#Animal Bond|Animal Bond]] ([[Hunter#Tracker|Tracker]])&lt;br /&gt;
&lt;br /&gt;
== Archer ==&lt;br /&gt;
&lt;br /&gt;
=== Backstep ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Agility 2+; [[Hunter#Steady Aim (Archer)|Steady Aim]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve learned to fire then fade into Drakomere&#039;s harsh battlefields, keeping a safe distance from heavily armed enemies who might force hand-to-hand combat.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you make a ranged attack, spend 2 focus to Dis­engage as a Free Action. If you then end your turn in cover or an area where your enemy’s senses are obscured, you gain the benefit of the Brace action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat Training ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Hunter#Seek Quarry (Hunter Talent)|Seek Quarry key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve been trained in the basics of weaponry and elementary battle tactics.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, when you miss on a weapon attack, you can graze one target without spending focus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a weapon expertise and an armor expertise of your choice, and gain a cultural expertise in Military Life.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Hunter#Steady Aim (Archer)|Steady Aim]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Exploit Weakness ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Perception 3+; [[Hunter#Sharp Eye (Archer)|Sharp Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You study your quarry’s gait, posture, and movements, homing in on their weaknesses to bring them down for good.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use the Gain Advantage action as a Free Action, targeting only your quarry.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Hunter#Steady Aim (Archer)|Steady Aim]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Hunter#Unrelenting Salvo|Unrelenting Salvo]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sharp Eye (Archer) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Hunter#Tagging Shot|Tagging Shot]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your practiced eye discerns the strengths and vulnerabilities of your foes—especially your chosen quarry.&#039;&#039;&lt;br /&gt;
After you observe your quarry for 1 Action, or after you observe another character for at least 1 minute, make a Perception test against their Cognitive defense. On a success, you learn one of the following of your choice:&amp;lt;br&amp;gt;&lt;br /&gt;
* The target’s lowest attribute score.&lt;br /&gt;
* The target’s lowest defense.&lt;br /&gt;
* Whether the target has lost more than half of their maximum health, focus, or Resonance (choose one).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Hunter#Exploit Weakness|Exploit Weakness]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Steady Aim (Archer) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Agility 1+; [[Hunter#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your shot finds its mark even across dizzying distances.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Until the end of your turn, both the short and long ranges of your ranged weapons increase by half, and when you hit with a ranged weapon attack, you deal extra damage equal to your ranks in Perception.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Hunter#Backstep|Backstep]], [[Hunter#Hardy|Hardy]]&lt;br /&gt;
&lt;br /&gt;
=== Tagging Shot ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite: Perception 2+; [[Hunter#Seek Quarry (Hunter Talent)|Seek Quarry key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 3 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your careful shot wounds your target, causing them to leave behind a trail of blood, staggering footprints, or other marks of passage.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Move up to 5 feet and make a ranged weapon attack against the Physical defense of a target. On a hit or a graze, you also make the target your quarry for your [[Hunter#Seek Quarry (Hunter Talent)|Seek Quarry talent]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Hunter#Sharp Eye (Archer)|Sharp Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unrelenting Salvo ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Agility 3+; [[Hunter#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation: Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Drawing the bowstring with impressive speed, you fire again, using your first arrow’s path as your guide.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use the same ranged weapon to Strike against your quarry more than once a turn, instead of being limited to one Strike per hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assassin ==&lt;br /&gt;
&lt;br /&gt;
=== Cold Eyes ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Hunter#Shadowing|Shadowing]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As you eliminate one target, your gaze instinctively slides to the next threat.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you kill or incapacitate an enemy who is your quarry, you recover 1 focus and can designate another enemy you can sense as your quarry for your [[Hunter#Seek Quarry (Hunter Talent)|Seek Quarry talent]]. At the GM’s discretion, you might not be able to use this talent on some characters, such as those who pose no threat.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Hunter#Mighty|Mighty]], [[Hunter#Swift Strikes|Swift Strikes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thrust ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Perception 3+; [[Hunter#Startling Blow|Startling Blow]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You aim for your foe’s vitals with callous finesse, hoping to bring the fight to an end before it begins.&#039;&#039;&lt;br /&gt;
Using a light weapon, make a melee attack against the Cognitive defense of a target who is Surprised, doesn’t sense you, or doesn’t view you as a threat (such as if you’re disguised). If this weapon has the Discreet trait, you gain two advantages on the test.&amp;lt;br&amp;gt;&lt;br /&gt;
When you roll damage for this attack, add an extra 4d4 damage, then count the number of your damage dice that rolled their maximum value (including your weapon’s usual damage plus the extra damage). For each die that rolled its maximum, your target must subtract 2 from any injury roll they make for that attack. For example, if you roll 1d6 plus 4d4, and two dice roll their maximum value—a 6 on your weapon’s d6 and a 4 on an extra d4—your target subtracts 4 from their injury roll.&amp;lt;br&amp;gt;&lt;br /&gt;
This talent becomes more powerful as your tier increases: at tier 3, you roll an extra 6d4 damage (instead of 4d4); at tier 4, you instead roll an extra 8d4 damage; and at tier 5, you instead roll an extra 10d4 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Killing Edge ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Perception 2+; [[Hunter#Seek Quarry (Hunter Talent)|Seek Quarry key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your simple weapons seem humble beside ancient relics or weapons of war, but in your hands, even a rusty knife or pitted sling is as deadly as the finest steel.&#039;&#039;&lt;br /&gt;
When you acquire this talent, gain weapon expertises in Knives and Slings.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, while you wield a knife or sling, it also has the Deadly and Quickdraw expert traits for you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Hunter#Shadowing|Shadowing]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mighty ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Hunter#Cold Eyes|Cold Eyes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You deliver your swings, punches, and kicks with practiced efficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit with a weapon or unarmed attack, for each Action you used on that attack’s action, increase the damage you deal by 1 + your tier. For example, if you’re level 6 and you make an attack that costs, each deals an extra 1 + 2 damage, for a total of 6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadowing ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Stealth 2+; [[Hunter#Killing Edge|Killing Edge]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You silently skulk toward your target, using cover, crowds, or other camouflage to remain unseen until it’s too late.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an advantage on tests to avoid being sensed by your quarry, and your quarry gains a disadvantage on tests to sense you.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you succeed on a test against an enemy’s Spiritual defense while you’re in cover or an area where your target’s senses are obscured, you can spend 3 focus to designate that target as your quarry for your [[Hunter#Seek Quarry (Hunter Talent)|Seek Quarry talent]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Hunter#Cold Eyes|Cold Eyes]], [[Hunter#Sidestep|Sidestep]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sidestep ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Stealth 3+; [[Hunter#Shadowing|Shadowing]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sliding like a shadow, you flit past your foes’ strikes and evade blows that seem certain to connect.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gain an additional Reaction at the start of combat and at the start of each of your turns, which you can use only to Dodge. You can’t benefit from this talent while wearing&lt;br /&gt;
armor with a deflect value of 2 or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Startling Blow ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Stealth 1+; [[Hunter#Seek Quarry (Hunter Talent)|Seek Quarry key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You unexpectedly strike at your target’s weak point, dizzying your target and creating an opening for your next attack.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make an unarmed or improvised weapon attack against the Cognitive defense of a target of your size or smaller. On a hit or graze, the target also becomes Surprised until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Hunter#Fatal Thrust|Fatal Thrust]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Swift Strikes ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Hunter#Cold Eyes|Cold Eyes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You instinctively follow the tempo of battle, keeping the pressure on your foes at critical moments.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a second Strike action with a hand you already used for a Strike this turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Disciple ==&lt;br /&gt;
&lt;br /&gt;
=== Bursting Sunspot ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 4+; [[Hunter#Leaping Flame|Leaping Flame]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can cause your foes to burst in a blaze of glory upon contact.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you deal damage with a melee weapon attack, you can spend 3(4?) focus to make a Discipline test against all other characters within 10 feet of the target. Every character you succeed against takes 4d8 Energy damage, and every one you fail against takes 2d8 Energy damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Collected ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Hunter#Martial Intuition|Martial Intuition]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You remain mindful of your immediate goals without losing sight of your deeper value, staying even-keeled amid chaos.&#039;&#039;&lt;br /&gt;
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Hunter#Preternatural|Preternatural Alacrity]]&lt;br /&gt;
&lt;br /&gt;
=== Leaping Flame ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Hunter#Salamander Charge|Salamander Charge]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
When a character you can sense deals damage to you, spend 2 focus and a reaction to travel as a small ember, placing yourself in an empty space within 5 feet of that character. You then gain 1 Action that you can only spend making an attack against the character that triggered this reaction.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Hunter#Bursting Sunspot|Bursting Sunspot]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Martial Intuition ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 1+ [[Hunter#Seek Quarry (Hunter Talent)|Seek Quarry key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your opponents&#039; blows radiate a certain rhythm that your body has learned to read.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When an character you can sense targets one of your defenses or forces you to make a Test, you can use a Reaction and Test Discipline against its Cognitive defense. On a success, learn of the following of your choice:&amp;lt;br&amp;gt;&lt;br /&gt;
*If one of its attributes of your choice is higher, lower, or equal to yours.&lt;br /&gt;
*If its movement rate is higher, lower, or equal to yours.&lt;br /&gt;
*If one of its defenses of your choice is higher, lower, or equal to yours.&lt;br /&gt;
*If it has any weapon or armor expertises.&lt;br /&gt;
*If it is under a magical effect.&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Hunter#Sight Without Sight|Sight Without Sight]], [[Hunter#Collected|Collected]]&lt;br /&gt;
&lt;br /&gt;
=== Preternatural Alacrity ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Hunter#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your turn, you can move up to 20 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, your movement rate increases by 10 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Searing Lash ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 2+; [[Hunter#Seek Quarry (Hunter Talent)|Seek Quarry key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You coat your Weapons in searing flames.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make a melee weapon attack against the Physical defense of a target. This attack Range changes to Melee [+10] if it is not already greater. When you roll damage for this attack, add an extra 1d6 damage, and the damage type is now Energy damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, until the start of your next turn, all of the weapon attacks you make have this altered Range, deal this additional damage, and have their damage type changed.&amp;lt;br&amp;gt;&lt;br /&gt;
This talent becomes more powerful as your tier increases: at tier 2, you roll an extra 2d6 damage (instead of 1d6), and the altered Range becomes Melee [+15]; at tier 3, you instead roll an extra 3d6 damage and the Range becomes Melee [+20]; at tier 4, you instead roll an extra 4d6 damage and the Range becomes Melee [+25]; and at tier 5 you instead roll an extra 4d6 damage and the Range becomes Melee [+30].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Hunter#Salamander Charge|Salamander Charge]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Salamander Charge ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 3+; [[Hunter#Searing Lash|Searing Lash]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, move up to your movement rate, characters cannot target you with Reactive Strike. During this movement you can move through occupied spaces freely but cannot end the movement in occupied spaces. After this movement, you leave behind a 10-foot-high and 1-foot-thick wall of fire following your path that lasts until the end of the scene, or you choose to end it as a Free Action. The wall is dangerous terrain [2d8 energy].&amp;lt;br&amp;gt;&lt;br /&gt;
This talent becomes more powerful as your tier increases: at tier 3, it becomes dangerous terrain [3d8 energy] (instead of 2d8); at tier 4, it becomes dangerous terrain [4d8 energy]; and at tier 5, it becomes dangerous terrain [5d8 energy].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Hunter#Leaping Flame|Leaping Flame]]&lt;br /&gt;
&lt;br /&gt;
=== Sight Without Sight ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Perception 3+; [[Hunter#Martial Intuition|Martial Intuition]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You are able to detect the thin ripples of magic caused by the subtle movements of hidden creatures.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Increase your Senses Range by one step, as if your Awareness was 2 higher.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain the &amp;quot;Tune Senses&amp;quot; action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tune Senses (1 Action).&#039;&#039;&#039; Double your Senses Range until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sharpshooter ==&lt;br /&gt;
&lt;br /&gt;
=== Composed ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Hunter#Steady Aim (Sharpshooter)|Steady Aim]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Through practiced composure, you push your limits without becoming distracted or losing track of threats.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current focus increase by a number equal to your tier. When your tier increases by 1, your maximum and current focus do as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Hunter#Deadly Aim|Deadly Aim]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crack Shot ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Agility 3+; [[Hunter#Deft Drop|Deft Drop]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As you aim, you tune out all distractions, control your breath to steady the shot, then fire with devastating accuracy.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make a test with a Two-Handed ranged weapon while Prone, you can spend 1 focus to expand that test’s Opportunity range by 2. If you have a disadvantage on that test, you can also choose one die; when you do, the GM can’t choose that die for your disadvantage, and must choose a different die instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Deadly Aim ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Perception 3+; [[Hunter#Composed|Composed]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&lt;br /&gt;
&#039;&#039;Whether on the battlefield or off, you quickly discern weak spots in the foes and obstacles that stand before you.&#039;&#039;&lt;br /&gt;
After you succeed on a Perception test to Gain Advantage, your Two-Handed ranged weapons gain the Deadly trait against that test’s target until the end of your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Deft Drop ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Agility 1+; [[Hunter#Fire Discipline|Fire Discipline]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You drop to the ground and prepare for the dangers ahead.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gain the Prone condition, safely dismounting from your mount if you’re riding one, then do one of the following:&amp;lt;br&amp;gt;&lt;br /&gt;
*Use the Ready action, spending action points as usual for the action you’re readying.&lt;br /&gt;
*Reload a Loaded weapon to full ammunition.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads To:&#039;&#039;&#039; [[Hunter#Crack Shot|Crack Shot]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fire Discipline ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Hunter#Seek Quarry (Hunter Talent)|Seek Quarry key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know how to wield and maintain projectile weapons safely and with precision.&#039;&#039;&lt;br /&gt;
Once per round, when you miss on an attack with a Loaded weapon, you can graze one target of that attack without spending focus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a weapon expertise in one Loaded weapon, and gain a utility expertise in Crossbow Maintenance.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads To:&#039;&#039;&#039; [[Hunter#Deft Drop|Deft Drop]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sharp Eye (Sharpshooter) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Perception 1+; [[Hunter#Seek Quarry (Hunter Talent)|Seek Quarry key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your practiced eye discerns the strengths and vulnerabilities of your foes—especially your chosen quarry.&#039;&#039;&lt;br /&gt;
After you observe your quarry for 1 Action, or after you observe another character for at least 1 minute, make a Perception test against their Cognitive defense. On a success, you learn one of the following of your choice:&amp;lt;br&amp;gt;&lt;br /&gt;
* The target’s lowest attribute score.&lt;br /&gt;
* The target’s lowest defense.&lt;br /&gt;
* Whether the target has lost more than half of their maximum health, focus, or Resonance (choose one).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Hunter#Steady Aim (Sharpshooter)|Steady Aim]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Steady Aim (Sharpshooter) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Agility 1+; [[Hunter#Sharp Eye|Sharp Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your shot finds its mark even across dizzying distances.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Until the end of your turn, both the short and long ranges of your ranged weapons increase by half, and when you hit with a ranged weapon attack, you deal extra damage equal to your ranks in Perception.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Hunter#Composed|Composed]], [[Hunter#Swift Targeting|Swift Targeting]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Swift Targeting ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Agility 2+; [[Hunter#Steady Aim (Sharpshooter)|Steady Aim]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You quickly focus on your target, filtering out all unnecessary detail in your environment to seek this new quarry.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to use the Gain Advantage action as against an enemy you can sense. If you’re Prone, using this talent instead costs no focus. After you successfully Gain Advantage in this way, that test’s target also becomes your quarry if you don’t already have one.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tracker ==&lt;br /&gt;
&lt;br /&gt;
=== Animal Bond ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have an animal companion; [[Hunter#Seek Quarry (Hunter Talent)|Seek Quarry key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your animal companion is more than just a friend or working beast—they’re your partner. They warn you of danger, anticipate your needs, and follow your commands … most of the time, anyway.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, it upgrades an animal companion you’ve gained as a reward.&amp;lt;br&amp;gt;&lt;br /&gt;
You can communicate simple concepts with your animal companion, and they generally attempt to help you as requested.&amp;lt;br&amp;gt;&lt;br /&gt;
Your animal companion alerts you of incoming danger. While you can sense them within 10 feet of you, each of your defenses increases by 1. When you move, your animal companion automatically moves alongside you.&amp;lt;br&amp;gt;&lt;br /&gt;
During combat, your animal companion follows the rules for allied NPCs. However, if your animal companion hasn’t yet acted this round, you can use a Free Action to call on them to act during your turn. When you do, they gain either 1 or 2 Actions (your choice) to immediately use of your choice, then at the start of their next turn, they gain that many fewer Actions than usual.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to the actions in your animal companion’s stat block, they can use the special Track action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Track (2 Actions).&#039;&#039;&#039; The animal companion helps their Hunter track one character of the Hunter’s choice who the animal companion can sense within their reach. The target becomes the Hunter’s quarry for their Seek Quarry talent.&amp;lt;br&amp;gt;&lt;br /&gt;
If your animal companion is reduced to 0 health, they don’t become Unconscious, but they stop fighting and retreat to safety. (However, your animal companion can still die from injuries or for narrative reasons.)&amp;lt;br&amp;gt;&lt;br /&gt;
If you ever lose your animal companion, you can bond with a new animal at an opportunity the GM deems appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Hunter#Protective Bond|Protective Bond]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Deadly Trap ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Survival 1+; [[Hunter#Seek Quarry (Hunter Talent)|Seek Quarry key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know how to build traps and snares to catch wildlife—or even deadlier game!&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Using foraged supplies or specialized equipment, you create and conceal a trap within your reach. Choose an entangling trap or an impaling trap:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Entangling Trap (Survival vs. Cognitive defense).&#039;&#039;&#039; You create a trap with rope, debris, or other ensnaring objects. On a hit, the target takes 2d4 impact damage and becomes Immobilized for 1 round, then the trap’s area becomes difficult terrain until the end of the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Impaling Trap (Survival vs. Physical defense).&#039;&#039;&#039; You create a trap with caltrops, spikes, or other sharp objects. On a hit, the target takes 2d4 keen damage and becomes Afflicted [vital damage equal to 3 + your ranks in Survival] for 1 round, and you can spend an Opportunity to inflict an injury on the target.&amp;lt;br&amp;gt;&lt;br /&gt;
This trap covers a 5-foot-diameter circle on the ground or other surface concealing it; the trap remains until triggered, then it is expended. When a character touches&lt;br /&gt;
this surface, the trap triggers. Make an attack using your Survival against the defense listed for that trap, gaining an advantage if the target is your quarry. On a hit, the target suffers the trap’s effects. This attack can’t graze.&amp;lt;br&amp;gt;&lt;br /&gt;
You can have a maximum number of active traps equal to your ranks in Survival. You can’t overlap the areas of active traps. If another character makes a test to search for or disarm a trap, the DC equals your Spiritual defense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Hunter#Experienced Trapper|Experienced Trapper]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Experienced Trapper ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Perception 2+; [[Hunter#Deadly Trap|Deadly Trap]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’re adept at living off the land, confidently hunting with your traps and foraging for resources.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you forage as part of a short rest, it doesn’t take your full attention, so you can roll your recovery die or engage in other activities as usual. When you make a Survival test to forage for food and water, you auto­matically succeed as long as they exist in your environment and nothing prevents you from foraging. Your foraging can sustain a number of characters equal to your ranks in Survival.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, after a long rest in the wilderness, you can fashion a tool from natural materials using your Survival modifier instead of Crafting. This foraged tool could be a spear, sling, tent, or another survival tool that can be made from materials found in the area, as determined by the GM.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, when you acquire this talent, the damage from your Deadly Traps talent increases from 2d4 to 2d6, and when that talent applies a condition, its duration increases from 1 round to 2 rounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Hunter#Hunter&#039;s Edge|Hunter&#039;s Edge]], [[Hunter#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Feral Connection ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Survival 2+; [[Hunter#Protective Bond|Protective Bond]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your animal companion has grown strong under your care and has learned to trust your instincts as much as their own.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your animal companion’s maximum and current health increase by 5 × your tier; when your tier increases, your animal companion’s health does as well.&amp;lt;br&amp;gt;&lt;br /&gt;
They also increase their Physical, Cognitive, and Spiritual defenses by 2 each. When your animal companion makes a test, they add a bonus equal to your ranks in Survival.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Animal Care.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hunter’s Edge ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Survival 3+; [[Hunter#Experienced Trapper|Experienced Trapper]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You put your traps and animal companion to best use, inflicting devastating wounds with all the tools in your arsenal.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your animal companion gains an advantage on tests against your quarry.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, the damage from your Deadly Traps talent increases from 2d6 to 2d8, and when that talent applies a condition, its duration increases from 2 rounds to 3 rounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pack Hunting ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Perception 3+; [[Hunter#Protective Bond|Protective Bond]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Like a predator who hunts in groups, you expose your quarry’s weaknesses, enabling your allies to fight alongside you with terrifying coordination.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When an ally in your line of effect attacks your quarry, you can use this reaction and spend 1 focus to add your ranks in Survival to either the result of their attack test&lt;br /&gt;
or their damage roll (your choice).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Protective Bond ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Hunter#Animal Bond|Animal Bond]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a word or gesture, you command your animal companion to defend others.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You assign your animal companion to protect an ally within 30 feet of you, and your animal companion moves to that ally’s side. While your animal companion remains within reach of the ally, you lose the bonus to your defenses from your [[Hunter#Animal Bond|Animal Bond]], and the ally gains this bonus instead.&amp;lt;br&amp;gt;&lt;br /&gt;
You can end this effect as if you’re within 30 feet of your animal companion and can influence them, at which point the animal companion returns to your&lt;br /&gt;
side. Otherwise, this effect ends at the end of the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Hunter#Feral Connection|Feral Connection]], [[Hunter#Pack Hunting|Pack Hunting]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Surefooted ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Hunter#Experienced Trapper|Experienced Trapper]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You move through treacherous terrain with confidence and speed.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your movement rate by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Warrior&amp;diff=4841</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Warrior&amp;diff=4841"/>
		<updated>2026-09-26T15:12:02Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Hardy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Warrior =&lt;br /&gt;
Though combat requires much action, success starts in the mind. Victory requires not only aggression, but endurance and adaptability; a Warrior trains in all three until their instincts are sharper than their opponent’s blade.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill:&#039;&#039;&#039; Athletics. If you choose Warrior as your starting path, gain a free skill rank in Athletics.&lt;br /&gt;
&lt;br /&gt;
=== Vigilant Stance (Warrior Talent) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You study special fighting styles to face various foes and strategies. The most basic of these postures emphasizes alertness and quick responses to oncoming threats.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn to use stances.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin with Vigilant Stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vigilant Stance.&#039;&#039;&#039; While in this stance, reduce the focus cost of your Dodge and Reactive Strike reactions by 1. Additionally, you can enter another stance&lt;br /&gt;
you know as a Free Action.&amp;lt;br&amp;gt;&lt;br /&gt;
You can enter a stance you know by using that talent’s stated number of actions. Your stance ends if you either end it as a Free Action, enter another stance, or end the scene. While in a stance, you temporarily gain any actions, bonuses, and other effects it grants; these effects end when the stance does.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, you can only use stances during combat, not during other scenes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Warrior#Surefooted (Brawler)|Surefooted]] &amp;amp; [[Warrior#Grappler&#039;s Stance|Grappler’s Stance]] ([[Warrior#Brawler|Brawler]])&lt;br /&gt;
*[[Warrior#Flamestance|Flamestance]] &amp;amp; [[Warrior#Practiced Kata|Practiced Kata]] ([[Warrior#Duelist|Duelist]])&lt;br /&gt;
*[[Warrior#Cautious Advance|Cautious Advance]] &amp;amp; [[Warrior#Combat Training|Combat Training]] ([[Warrior#Soldier|Soldier]])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Brawler ==&lt;br /&gt;
&lt;br /&gt;
=== Baleful ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Grappler&#039;s Stance|Grappler’s Stance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a severe stare, you crack the resolve of all but the most&lt;br /&gt;
composed adversaries.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
To resist your influence, a character must spend additional focus equal to your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Bruiser&#039;s Stance|Bruiser&#039;s Stance]], [[Warrior#Pulse of Battle|Pulse of Battle]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Battle-Hardened ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 3+; [[Warrior#Bruiser&#039;s Stance|Bruiser&#039;s Stance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve spilled blood—both yours and your foes—across many arenas, and you’ve survived through ferocity, grit, and hard-earned instincts.&#039;&#039;&amp;lt;bR&amp;gt;&lt;br /&gt;
Once per round, you can reroll one of the following dice when its result is lower than your ranks in Athletics: a recovery die, a damage die for an unarmed attack or improvised weapon, or an injury roll’s d20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bruiser’s Stance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 2+; [[Warrior#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You shift your weight and position to fend off multiple foes, staying alert to threats from all directions.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bruiser’s Stance.&#039;&#039;&#039; While in this stance, increase your Physical defense by 1 for each enemy within your reach (maximum of +5). Additionally, when an enemy triggers a Reactive Strike, you can make that Reactive Strike without spending a Reaction. When you do, you must spend focus as usual, and you must attack them with an unarmed strike or improvised weapon. You can only attack each enemy in this way once per round.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Battle-Hardened|Battle-Hardened]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Grappler’s Stance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 1+; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You position yourself to seize and toss your foes, ready to spring in close or push aside the barrel of a gun as fast as your enemy can draw it.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Grappler’s Stance.&#039;&#039;&#039; While in this stance, you gain an advantage on non-attack Athletics tests, and you can Grapple or Shove as 1 Action (instead of 2 Actions). Additionally, an enemy within your reach must spend an additional when they draw a weapon or use an action to attack with a ranged weapon. (If multiple characters in Grappler’s Stance can reach that enemy, this effect doesn’t stack.)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pulse of Battle ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you get into the flow of the fight, time seems to slow. You instinctively deflect glancing blows and sense when to lean in for a counterattack.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you’re grazed by an attack, you can choose one of the following effects (no action needed):&amp;lt;br&amp;gt;&lt;br /&gt;
*Increase your deflect value against that attack by 1, and recover 1 focus.&lt;br /&gt;
*Spend 2 focus to gain an additional Reaction.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Wallop|Wallop]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Roll With the Punches ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Warrior#Surefooted (Brawler)|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You use your enemy’s ferocity to your advantage, moving nimbly through the gaps created by their strikes.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you’re hit or grazed by an attack, you can use this Reaction to move up to half your movement rate without triggering Reactive Strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Surefooted (Brawler) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You move through treacherous terrain with confidence and speed.&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your movement rate by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Roll With the Punches|Roll With the Punches]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wallop ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 3+; [[Warrior#Pulse of Battle|Pulse of Battle]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You slide past an attack to deliver a devastating counterpunch that disorients your foe, disarms them, or even knocks them off their feet.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an enemy within 10 feet of you misses or grazes you with an attack, you can use this reaction and spend 2 focus to move up to half your movement rate, then make an unarmed attack against the Spiritual defense of your attacker. When you roll damage for this attack, add an extra 2d6 damage. This attack ignores your target’s deflect value.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend Opportunities from this attack to apply one of the following effects:&lt;br /&gt;
*&#039;&#039;&#039;Bellringer.&#039;&#039;&#039; The target becomes Disoriented until the end of your next turn.&lt;br /&gt;
*&#039;&#039;&#039;Disarm.&#039;&#039;&#039; The target must succeed on an Agility test (DC equals your attack test result) or drop one weapon they’re holding. You can either pick up that weapon or push it up to 10 feet away (no action needed).&lt;br /&gt;
*&#039;&#039;&#039;Knockdown.&#039;&#039;&#039; The target is knocked Prone.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Wallop becomes more powerful as your tier increases: at tier 3, you can target an enemy within 15 feet and you roll an extra 4d6 damage (instead of 2d6); at tier 4, you can target an enemy within 20 feet and you roll an extra 6d6 damage; and at tier 5, you can target an enemy within 25 feet and you roll an extra 8d6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Duelist ==&lt;br /&gt;
&lt;br /&gt;
=== Feinting Strike ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 2+; [[Warrior#Flamestance|Flamestance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You intimidatingly press your opponent’s defenses—and their nerves—hoping to expose a fatal gap.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to make a melee weapon attack against a target’s Cognitive defense. On a hit, your target also loses 1 Reaction and loses focus equal to your ranks in Intimidation. On a graze, they lose half as much focus (rounded up) and doesn&#039;t lose the Reaction.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend an Opportunity from this test to gain 2 Actions, which you can use only to Strike or activate a stance.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Vinestance|Vinestance]], [[Warrior#Wit&#039;s End|Wit&#039;s End]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flamestance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 1+; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You enter an aggressive, squared stance that favors swift flurries of decisive blows.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flamestance.&#039;&#039;&#039; While in this stance, you gain an advantage on Intimidation tests. Additionally, while there is exactly one enemy within your reach and none of your allies are within the reach of that enemy or you, you can use a Free Action to gain 1 Action, which you can spend only to Gain Advantage or use an action that includes an attack test targeting that enemy.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Signature Weapon|Signature Weapon]], [[Warrior#Feinting Strike|Feinting Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ironstance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Warrior#Practiced Kata|Practiced Kata]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You hold your weapon high, prepared to deliver a crushing blow downward when your opponent shows weakness.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&lt;br /&gt;
&#039;&#039;&#039;Ironstance.&#039;&#039;&#039; While in this stance, you gain an advantage on Insight tests. Additionally, when a character within your reach misses you or grazes you with an attack, you can use Reactive Strike against them as if they had voluntarily left your reach.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Surefooted (Duelist)|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Practiced Kata ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your study of martial kata and other forms has taught you that your stance in conversation is as important as in battle. With practiced poise, you project the exact attitude you want through body language and positioning.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you can use fighting stances in conversation and endeavor scenes, in addition to combat. Activating or changing a stance during a conversation or endeavor costs 1 focus and counts as your contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you aren’t Surprised when a combat, conversation, or endeavor scene begins, you can enter Vigilant Stance at the beginning of that scene (no action required).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Ironstance|Ironstance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Signature Weapon ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Flamestance|Flamestance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have trained extensively with a particular weapon and can exploit all the advantages it offers.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, gain one weapon expertise. Then choose one weapon type in which you have an expertise and denote it in parentheses after this talent’s name on your character sheet; for example, “Signature Weapon (Longspear).”&amp;lt;br&amp;gt;&lt;br /&gt;
Your Opportunity range for tests using this weapon type expands by 1. When you reach tier 3, this Oppor­tunity range instead expands by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Surefooted (Duelist) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Ironstance|Ironstance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You move through treacherous terrain with confidence and speed.&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your movement rate by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Roll With the Punches|Roll With the Punches]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vinestance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 3+; [[Warrior#Feinting Strike|Feinting Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You assume a flexible stance, allowing you to quickly switch between inexorable advances and rapid reactions to wear down your foe.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you learn a new stance, which you can enter as 1 Action:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vinestance.&#039;&#039;&#039; Your Physical and Cognitive defenses increase by 1. Additionally, after you’re hit or grazed by a melee attack, you can use to make an Athletics test against your attacker’s Cognitive defense. On a success, your target loses 1d4 focus, and you can push them horizontally up to 5 feet × your ranks in Athletics.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wit’s End ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Intimidation 3+; [[Warrior#Feinting Strike|Feinting Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Battles are won and lost in moments of brief inattention or exhaustion. You create and exploit these opportunities, patiently waiting to vanquish your foe in a single stroke.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to move up to half your movement rate, then make a melee weapon attack against the Cognitive defense of a target who has 0 focus. This attack ignores your target’s deflect value and deals an extra 4d6 damage on a hit. It can’t graze, only miss or hit.&amp;lt;br&amp;gt;&lt;br /&gt;
This talent becomes more powerful as your tier increases: at tier 3, you roll an extra 6d6 damage (instead of 4d6); at tier 4, you instead roll an extra 8d6 damage; and at tier 5, you instead roll an extra 10d6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Soldier ==&lt;br /&gt;
&lt;br /&gt;
=== Cautious Advance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 1+; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You understand the hazards in your environment and the flow of battle, helping you find the safest path across the battlefield.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Move up to half your movement rate, ignoring difficult terrain, then gain that can be spent only on the Brace or Gain Advantage actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Defensive Position|Defensive Position]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat Training ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Vigilant Stance (Warrior Talent)|Vigilant Stance key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve been trained in the basics of weaponry and elementary battle tactics.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, when you miss on a weapon attack, you can graze one target without spending focus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a weapon expertise and an armor expertise of your choice, and gain a cultural expertise in Military Life.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Devastating Blow|Devastating Blow]], [[Warrior#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Defensive Position ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Warrior#Cautious Advance|Cautious Advance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve learned when to withdraw and when to commit to a position, holding it unflinchingly.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Brace action adds two disadvantages to attacks against you, instead of one.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, while you’re using a shield to Brace, allies within 5 feet of you can Brace as if they had cover or a shield.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Formation Drills|Formation Drills]], [[Warrior#Wary|Wary]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Devastating Blow ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 3+; [[Warrior#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Delivering a fatal strike requires not only skill, but resolve. You’ve learned to set aside any natural aversion to harming others, and when you strike to kill, you do so without mercy or hesitation.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make a melee weapon attack against the Physical defense of a target. When you roll damage for this attack, add an extra 2d8 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
This talent becomes more powerful as your tier increases: at tier 3, you roll an extra 3d8 damage (instead of 2d8); at tier 4, you instead roll an extra 4d8 damage; and at tier 5, you instead roll an extra 5d8 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Formation Drills ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 2+; [[Warrior#Defensive Position|Defensive Position]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You coordinate your allies to march in a defensive formation with you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While an ally within 10 feet of you benefits from the Brace action, they also benefit from your Defensive Position as if they had that talent themself.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Warrior#Swift Strikes|Swift Strikes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Swift Strikes ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Warrior#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You instinctively follow the tempo of battle, keeping the pressure on your foes at critical moments.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a second Strike action with a hand you already used for a Strike this turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wary ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Discipline 3+; [[Warrior#Defensive Position|Defensive Position]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Through your experience living in dangerous locations, you’ve learned to stay focused and respond quickly to unexpected hazards.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you have 1 or more focus, you can’t be Surprised.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you resist influence or lose focus involuntarily, reduce the amount of focus lost by your ranks in Discipline (to a minimum of 1 focus lost).&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Leader&amp;diff=4840</id>
		<title>Leader</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Leader&amp;diff=4840"/>
		<updated>2026-09-25T23:45:15Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Valiant Intervention */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Leader =&lt;br /&gt;
You lead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Leadership.&#039;&#039;&#039; If you choose Leader as your starting path, gain a free skill rank in Leadership.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Decisive Command (Leader Key) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your voice carries the certainty of steel and your tactical acumen is renowned. This battle-won wisdom benefits those who listen.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, gain a command die, which begins as a d4.&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to choose an ally you can influence within 20 feet of you. The next time they make a test before the end of their next turn, they can roll your command die along with the other dice for that test. After rolling, they can choose one die roll from that test, other than the plot die, and add the command die to&lt;br /&gt;
that roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Some Leader talents allow you to use your command die in other ways; you can do so even if an ally currently has a command die from you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Leader#Combat Coordination|Combat Coordination]] &amp;amp; [[Leader#Valiant Intervention|Valiant Intervention]] ([[Leader#Champion|Champion]])&lt;br /&gt;
*[[Leader#Master Plan|Master Plan]] &amp;amp; [[Leader#Composed|Composed]] (Leader#Mastermind|Mastermind]]&lt;br /&gt;
*[[Leader#Composed|Composed]] &amp;amp; [[Leader#Through the Fray|Through the Fray]] ([[Leader#Officer|Officer]])&lt;br /&gt;
*[[Leader#Cutthroat Tactics|Cutthroat Tactics]] &amp;amp; [[Leader#Tactical Ploy|Tactical Ploy]] ([[Leader#Politico|Politico]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Champion ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Coordination ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You lead through action, bolstering your allies with the momentum of your blows.&amp;lt;br&amp;gt;&lt;br /&gt;
After you use the Strike action, use Decisive Command as a Free Action. If your Strike didn’t hit, you also don’t have to spend the usual focus for Decisive Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Imposing Posture|Imposing Posture]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Demonstrative Command ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Resolute Stand|Resolute Stand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You set an example from the front, applying your advice to your own actions.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make an Athletics, Agility, or Leadership test, you can spend 1 focus to roll your command die and add the result to your d20 roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, increase the size of your command die by one size (such as from a d4 to a d6).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Valiant Intervention|Valiant Intervention]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Resolute Command|Resolute Command]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Imposing Posture ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Leader#Combat Coordination|Combat Coordination]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;On and off the battlefield, your powerful physique sends a clear message to your foes.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an enemy resists your influence while within your weapon’s reach, they become Disoriented until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Mighty|Mighty]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mighty ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Imposing Posture|Imposing Posture]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You deliver your swings, punches, and kicks with practiced efficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit with a weapon or unarmed attack, for each you used on that attack’s action, increase the damage you deal by 1 + your tier. For example, if you’re level 6 and you make an attack that costs , each deals an extra 1 + 2 damage, for a total of 6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resilient Hero ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 3+; [[Leader#Resolute|Resolute Stand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You summon your last reserves and press forward despite grievous wounds.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, before you are reduced to 0 health, you can use this reaction to instead change your health to equal your Athletics modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resolute Stand ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 1+; [[Leader#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You project resolve, and even powerful groups of opponents find it hard to focus their attention elsewhere.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your [[Leader#Valiant Intervention|Valiant Intervention]], you can spend focus up to your ranks in Leadership to target that many additional characters.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, after you affect a target with Valiant Intervention, they can’t make Reactive Strikes against your allies until the end of that target’s next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Demonstrative Command|Demonstrative Command]], [[Leader#Resilient Hero|Resilient Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Valiant Intervention ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 1+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You dauntlessly approach your opposition, daring them to ignore you at their peril.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to move up to 10 feet, then make an Athletics test against the Spiritual defense of an enemy you can influence. On a success, they gain a disadvantage on tests against your allies until the end of the target’s next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
A target can resist this influence, but after they do, you gain an advantage on your next test against them until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mastermind ==&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
&lt;br /&gt;
== Politico ==&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Leader&amp;diff=4839</id>
		<title>Leader</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Leader&amp;diff=4839"/>
		<updated>2026-09-25T23:44:29Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Imposing Posture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Leader =&lt;br /&gt;
You lead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Leadership.&#039;&#039;&#039; If you choose Leader as your starting path, gain a free skill rank in Leadership.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Decisive Command (Leader Key) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your voice carries the certainty of steel and your tactical acumen is renowned. This battle-won wisdom benefits those who listen.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, gain a command die, which begins as a d4.&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to choose an ally you can influence within 20 feet of you. The next time they make a test before the end of their next turn, they can roll your command die along with the other dice for that test. After rolling, they can choose one die roll from that test, other than the plot die, and add the command die to&lt;br /&gt;
that roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Some Leader talents allow you to use your command die in other ways; you can do so even if an ally currently has a command die from you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Leader#Combat Coordination|Combat Coordination]] &amp;amp; [[Leader#Valiant Intervention|Valiant Intervention]] ([[Leader#Champion|Champion]])&lt;br /&gt;
*[[Leader#Master Plan|Master Plan]] &amp;amp; [[Leader#Composed|Composed]] (Leader#Mastermind|Mastermind]]&lt;br /&gt;
*[[Leader#Composed|Composed]] &amp;amp; [[Leader#Through the Fray|Through the Fray]] ([[Leader#Officer|Officer]])&lt;br /&gt;
*[[Leader#Cutthroat Tactics|Cutthroat Tactics]] &amp;amp; [[Leader#Tactical Ploy|Tactical Ploy]] ([[Leader#Politico|Politico]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Champion ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Coordination ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You lead through action, bolstering your allies with the momentum of your blows.&amp;lt;br&amp;gt;&lt;br /&gt;
After you use the Strike action, use Decisive Command as a Free Action. If your Strike didn’t hit, you also don’t have to spend the usual focus for Decisive Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Imposing Posture|Imposing Posture]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Demonstrative Command ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Resolute Stand|Resolute Stand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You set an example from the front, applying your advice to your own actions.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make an Athletics, Agility, or Leadership test, you can spend 1 focus to roll your command die and add the result to your d20 roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, increase the size of your command die by one size (such as from a d4 to a d6).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Valiant Intervention|Valiant Intervention]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Resolute Command|Resolute Command]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Imposing Posture ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Leader#Combat Coordination|Combat Coordination]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;On and off the battlefield, your powerful physique sends a clear message to your foes.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an enemy resists your influence while within your weapon’s reach, they become Disoriented until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Mighty|Mighty]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mighty ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Imposing Posture|Imposing Posture]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You deliver your swings, punches, and kicks with practiced efficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit with a weapon or unarmed attack, for each you used on that attack’s action, increase the damage you deal by 1 + your tier. For example, if you’re level 6 and you make an attack that costs , each deals an extra 1 + 2 damage, for a total of 6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resilient Hero ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 3+; [[Leader#Resolute|Resolute Stand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You summon your last reserves and press forward despite grievous wounds.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, before you are reduced to 0 health, you can use this reaction to instead change your health to equal your Athletics modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resolute Stand ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 1+; [[Leader#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You project resolve, and even powerful groups of opponents find it hard to focus their attention elsewhere.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your [[Leader#Valiant Intervention|Valiant Intervention]], you can spend focus up to your ranks in Leadership to target that many additional characters.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, after you affect a target with Valiant Intervention, they can’t make Reactive Strikes against your allies until the end of that target’s next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Demonstrative Command|Demonstrative Command]], [[Leader#Resilient Hero|Resilient Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Valiant Intervention ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 1+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You dauntlessly approach your opposition, daring them to ignore you at their peril.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to move up to 10 feet, then make an Athletics test against the Spiritual defense of an enemy you can influence. On a success, they gain a disadvantage on tests against your allies until the end of the target’s next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
A target can resist this influence, but after they do, you gain an advantage on your next test against them until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mastermind ==&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
&lt;br /&gt;
== Politico ==&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Leader&amp;diff=4838</id>
		<title>Leader</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Leader&amp;diff=4838"/>
		<updated>2026-09-25T23:43:26Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Champion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Leader =&lt;br /&gt;
You lead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Leadership.&#039;&#039;&#039; If you choose Leader as your starting path, gain a free skill rank in Leadership.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Decisive Command (Leader Key) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your voice carries the certainty of steel and your tactical acumen is renowned. This battle-won wisdom benefits those who listen.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, gain a command die, which begins as a d4.&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to choose an ally you can influence within 20 feet of you. The next time they make a test before the end of their next turn, they can roll your command die along with the other dice for that test. After rolling, they can choose one die roll from that test, other than the plot die, and add the command die to&lt;br /&gt;
that roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Some Leader talents allow you to use your command die in other ways; you can do so even if an ally currently has a command die from you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Leader#Combat Coordination|Combat Coordination]] &amp;amp; [[Leader#Valiant Intervention|Valiant Intervention]] ([[Leader#Champion|Champion]])&lt;br /&gt;
*[[Leader#Master Plan|Master Plan]] &amp;amp; [[Leader#Composed|Composed]] (Leader#Mastermind|Mastermind]]&lt;br /&gt;
*[[Leader#Composed|Composed]] &amp;amp; [[Leader#Through the Fray|Through the Fray]] ([[Leader#Officer|Officer]])&lt;br /&gt;
*[[Leader#Cutthroat Tactics|Cutthroat Tactics]] &amp;amp; [[Leader#Tactical Ploy|Tactical Ploy]] ([[Leader#Politico|Politico]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Champion ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Coordination ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You lead through action, bolstering your allies with the momentum of your blows.&amp;lt;br&amp;gt;&lt;br /&gt;
After you use the Strike action, use Decisive Command as a Free Action. If your Strike didn’t hit, you also don’t have to spend the usual focus for Decisive Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Imposing Posture|Imposing Posture]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Demonstrative Command ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Resolute Stand|Resolute Stand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You set an example from the front, applying your advice to your own actions.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make an Athletics, Agility, or Leadership test, you can spend 1 focus to roll your command die and add the result to your d20 roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, increase the size of your command die by one size (such as from a d4 to a d6).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Valiant Intervention|Valiant Intervention]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Resolute Command|Resolute Command]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Imposing Posture ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 2+; [[Leader#Combat Coordination|Combat Coordination]]&amp;lt;br&amp;gt;&amp;lt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;On and off the battlefield, your powerful physique sends a clear message to your foes.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After an enemy resists your influence while within your weapon’s reach, they become Disoriented until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Mighty|Mighty]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mighty ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Imposing Posture|Imposing Posture]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You deliver your swings, punches, and kicks with practiced efficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit with a weapon or unarmed attack, for each you used on that attack’s action, increase the damage you deal by 1 + your tier. For example, if you’re level 6 and you make an attack that costs , each deals an extra 1 + 2 damage, for a total of 6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resilient Hero ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 3+; [[Leader#Resolute|Resolute Stand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You summon your last reserves and press forward despite grievous wounds.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, before you are reduced to 0 health, you can use this reaction to instead change your health to equal your Athletics modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resolute Stand ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 1+; [[Leader#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You project resolve, and even powerful groups of opponents find it hard to focus their attention elsewhere.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your [[Leader#Valiant Intervention|Valiant Intervention]], you can spend focus up to your ranks in Leadership to target that many additional characters.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, after you affect a target with Valiant Intervention, they can’t make Reactive Strikes against your allies until the end of that target’s next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Demonstrative Command|Demonstrative Command]], [[Leader#Resilient Hero|Resilient Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Valiant Intervention ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Athletics 1+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You dauntlessly approach your opposition, daring them to ignore you at their peril.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to move up to 10 feet, then make an Athletics test against the Spiritual defense of an enemy you can influence. On a success, they gain a disadvantage on tests against your allies until the end of the target’s next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
A target can resist this influence, but after they do, you gain an advantage on your next test against them until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mastermind ==&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
&lt;br /&gt;
== Politico ==&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Leader&amp;diff=4837</id>
		<title>Leader</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Leader&amp;diff=4837"/>
		<updated>2026-09-25T23:29:03Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Champion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Leader =&lt;br /&gt;
You lead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Leadership.&#039;&#039;&#039; If you choose Leader as your starting path, gain a free skill rank in Leadership.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Decisive Command (Leader Key) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your voice carries the certainty of steel and your tactical acumen is renowned. This battle-won wisdom benefits those who listen.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, gain a command die, which begins as a d4.&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to choose an ally you can influence within 20 feet of you. The next time they make a test before the end of their next turn, they can roll your command die along with the other dice for that test. After rolling, they can choose one die roll from that test, other than the plot die, and add the command die to&lt;br /&gt;
that roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Some Leader talents allow you to use your command die in other ways; you can do so even if an ally currently has a command die from you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Leader#Combat Coordination|Combat Coordination]] &amp;amp; [[Leader#Valiant Intervention|Valiant Intervention]] ([[Leader#Champion|Champion]])&lt;br /&gt;
*[[Leader#Master Plan|Master Plan]] &amp;amp; [[Leader#Composed|Composed]] (Leader#Mastermind|Mastermind]]&lt;br /&gt;
*[[Leader#Composed|Composed]] &amp;amp; [[Leader#Through the Fray|Through the Fray]] ([[Leader#Officer|Officer]])&lt;br /&gt;
*[[Leader#Cutthroat Tactics|Cutthroat Tactics]] &amp;amp; [[Leader#Tactical Ploy|Tactical Ploy]] ([[Leader#Politico|Politico]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Champion ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Coordination ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You lead through action, bolstering your allies with the momentum of your blows.&amp;lt;br&amp;gt;&lt;br /&gt;
After you use the Strike action, use Decisive Command as a Free Action. If your Strike didn’t hit, you also don’t have to spend the usual focus for Decisive Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Imposing Posture|Imposing Posture]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Demonstrative Command ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Resolute Stand|Resolute Stand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You set an example from the front, applying your advice to your own actions.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make an Athletics, Agility, or Leadership test, you can spend 1 focus to roll your command die and add the result to your d20 roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, increase the size of your command die by one size (such as from a d4 to a d6).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Leader#Valiant Intervention|Valiant Intervention]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Resolute Command|Resolute Command]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Imposing Posture&lt;br /&gt;
Prerequisite: Athletics 2+; Combat Coordination&lt;br /&gt;
talent&lt;br /&gt;
Activation:&lt;br /&gt;
On and off the battlefield, your powerful physique sends&lt;br /&gt;
a clear message to your foes.&lt;br /&gt;
After an enemy resists your influence while within your&lt;br /&gt;
weapon’s reach, they become Disoriented until the end&lt;br /&gt;
of their next turn.&lt;br /&gt;
&lt;br /&gt;
Mighty&lt;br /&gt;
Prerequisite: Imposing Posture talent&lt;br /&gt;
Activation:&lt;br /&gt;
You deliver your swings, punches, and kicks with&lt;br /&gt;
practiced efficiency.&lt;br /&gt;
When you hit with a weapon or unarmed attack, for&lt;br /&gt;
each you used on that attack’s action, increase the&lt;br /&gt;
damage you deal by 1 + your tier. For example, if you’re&lt;br /&gt;
level 6 and you make an attack that costs , each&lt;br /&gt;
deals an extra 1 + 2 damage, for a total of 6 damage.&lt;br /&gt;
&lt;br /&gt;
Resilient Hero&lt;br /&gt;
Prerequisite: Athletics 3+; Resolute Stand talent&lt;br /&gt;
Activation:&lt;br /&gt;
You summon your last reserves and press forward despite&lt;br /&gt;
grievous wounds.&lt;br /&gt;
Once per scene, before you are reduced to 0 health,&lt;br /&gt;
you can use this reaction to instead change your&lt;br /&gt;
health to equal your Athletics modifier.\&lt;br /&gt;
&lt;br /&gt;
Resolute Stand&lt;br /&gt;
Prerequisite: Athletics 1+; Hardy talent&lt;br /&gt;
Activation:&lt;br /&gt;
You project resolve, and even powerful groups of opponents&lt;br /&gt;
find it hard to focus their attention elsewhere.&lt;br /&gt;
When you use your Valiant Intervention, you can spend&lt;br /&gt;
focus up to your ranks in Leadership to target that many&lt;br /&gt;
additional characters.&lt;br /&gt;
Additionally, after you affect a target with Valiant&lt;br /&gt;
Intervention, they can’t make Reactive Strikes against&lt;br /&gt;
your allies until the end of that target’s next turn.&lt;br /&gt;
&lt;br /&gt;
Valiant Intervention&lt;br /&gt;
Prerequisite: Athletics 1+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
Activation:&lt;br /&gt;
You dauntlessly approach your opposition, daring them to&lt;br /&gt;
ignore you at their peril.&lt;br /&gt;
Spend 1 focus to move up to 10 feet, then make an&lt;br /&gt;
Athletics test against the Spiritual defense of an enemy&lt;br /&gt;
you can influence. On a success, they gain a disadvan-&lt;br /&gt;
tage on tests against your allies until the end of the&lt;br /&gt;
target’s next turn.&lt;br /&gt;
A target can resist this influence, but after they do,&lt;br /&gt;
you gain an advantage on your next test against them&lt;br /&gt;
until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
== Mastermind ==&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
&lt;br /&gt;
== Politico ==&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Leader&amp;diff=4836</id>
		<title>Leader</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Leader&amp;diff=4836"/>
		<updated>2026-09-25T23:25:47Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Champion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Leader =&lt;br /&gt;
You lead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Leadership.&#039;&#039;&#039; If you choose Leader as your starting path, gain a free skill rank in Leadership.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Decisive Command (Leader Key) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your voice carries the certainty of steel and your tactical acumen is renowned. This battle-won wisdom benefits those who listen.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, gain a command die, which begins as a d4.&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to choose an ally you can influence within 20 feet of you. The next time they make a test before the end of their next turn, they can roll your command die along with the other dice for that test. After rolling, they can choose one die roll from that test, other than the plot die, and add the command die to&lt;br /&gt;
that roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Some Leader talents allow you to use your command die in other ways; you can do so even if an ally currently has a command die from you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Leader#Combat Coordination|Combat Coordination]] &amp;amp; [[Leader#Valiant Intervention|Valiant Intervention]] ([[Leader#Champion|Champion]])&lt;br /&gt;
*[[Leader#Master Plan|Master Plan]] &amp;amp; [[Leader#Composed|Composed]] (Leader#Mastermind|Mastermind]]&lt;br /&gt;
*[[Leader#Composed|Composed]] &amp;amp; [[Leader#Through the Fray|Through the Fray]] ([[Leader#Officer|Officer]])&lt;br /&gt;
*[[Leader#Cutthroat Tactics|Cutthroat Tactics]] &amp;amp; [[Leader#Tactical Ploy|Tactical Ploy]] ([[Leader#Politico|Politico]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Champion ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Coordination ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You lead through action, bolstering your allies with the momentum of your blows.&amp;lt;br&amp;gt;&lt;br /&gt;
After you use the Strike action, use Decisive Command as a Free Action. If your Strike didn’t hit, you also don’t have to spend the usual focus for Decisive Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Leader#Imposing Posture|Imposing Posture]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Demonstrative Command&lt;br /&gt;
Prerequisite: Leadership 2+; Resolute Stand talent&lt;br /&gt;
Activation:&lt;br /&gt;
You set an example from the front, applying your advice&lt;br /&gt;
to your own actions.&lt;br /&gt;
Before you make an Athletics, Agility, or Leadership&lt;br /&gt;
test, you can spend 1 focus to roll your command die&lt;br /&gt;
and add the result to your d20 roll.&lt;br /&gt;
Additionally, when you acquire this talent, increase&lt;br /&gt;
the size of your command die by one size (such as from&lt;br /&gt;
a d4 to a d6).&lt;br /&gt;
Hardy&lt;br /&gt;
Prerequisite: Valiant Intervention talent&lt;br /&gt;
Activation:&lt;br /&gt;
You’ve trained your body to endure pain and fatigue,&lt;br /&gt;
keeping you in the fight until the bitter end.&lt;br /&gt;
When you acquire this talent, your maximum and&lt;br /&gt;
current health increase by 1 per level. This applies to all&lt;br /&gt;
previous and future levels; for example, if you choose this&lt;br /&gt;
talent at level 6, retroactively increase your health by 6.&lt;br /&gt;
Imposing Posture&lt;br /&gt;
Prerequisite: Athletics 2+; Combat Coordination&lt;br /&gt;
talent&lt;br /&gt;
Activation:&lt;br /&gt;
On and off the battlefield, your powerful physique sends&lt;br /&gt;
a clear message to your foes.&lt;br /&gt;
After an enemy resists your influence while within your&lt;br /&gt;
weapon’s reach, they become Disoriented until the end&lt;br /&gt;
of their next turn.&lt;br /&gt;
102&lt;br /&gt;
Chapter 4: Heroic Paths&lt;br /&gt;
Mighty&lt;br /&gt;
Prerequisite: Imposing Posture talent&lt;br /&gt;
Activation:&lt;br /&gt;
You deliver your swings, punches, and kicks with&lt;br /&gt;
practiced efficiency.&lt;br /&gt;
When you hit with a weapon or unarmed attack, for&lt;br /&gt;
each you used on that attack’s action, increase the&lt;br /&gt;
damage you deal by 1 + your tier. For example, if you’re&lt;br /&gt;
level 6 and you make an attack that costs , each&lt;br /&gt;
deals an extra 1 + 2 damage, for a total of 6 damage.&lt;br /&gt;
Resilient Hero&lt;br /&gt;
Prerequisite: Athletics 3+; Resolute Stand talent&lt;br /&gt;
Activation:&lt;br /&gt;
You summon your last reserves and press forward despite&lt;br /&gt;
grievous wounds.&lt;br /&gt;
Once per scene, before you are reduced to 0 health,&lt;br /&gt;
you can use this reaction to instead change your&lt;br /&gt;
health to equal your Athletics modifier.&lt;br /&gt;
Resolute Stand&lt;br /&gt;
Prerequisite: Athletics 1+; Hardy talent&lt;br /&gt;
Activation:&lt;br /&gt;
You project resolve, and even powerful groups of opponents&lt;br /&gt;
find it hard to focus their attention elsewhere.&lt;br /&gt;
When you use your Valiant Intervention, you can spend&lt;br /&gt;
focus up to your ranks in Leadership to target that many&lt;br /&gt;
additional characters.&lt;br /&gt;
Additionally, after you affect a target with Valiant&lt;br /&gt;
Intervention, they can’t make Reactive Strikes against&lt;br /&gt;
your allies until the end of that target’s next turn.&lt;br /&gt;
Valiant Intervention&lt;br /&gt;
Prerequisite: Athletics 1+; Decisive Command&lt;br /&gt;
key talent&lt;br /&gt;
Activation:&lt;br /&gt;
You dauntlessly approach your opposition, daring them to&lt;br /&gt;
ignore you at their peril.&lt;br /&gt;
Spend 1 focus to move up to 10 feet, then make an&lt;br /&gt;
Athletics test against the Spiritual defense of an enemy&lt;br /&gt;
you can influence. On a success, they gain a disadvan-&lt;br /&gt;
tage on tests against your allies until the end of the&lt;br /&gt;
target’s next turn.&lt;br /&gt;
A target can resist this influence, but after they do,&lt;br /&gt;
you gain an advantage on your next test against them&lt;br /&gt;
until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
== Mastermind ==&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
&lt;br /&gt;
== Politico ==&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Leader&amp;diff=4835</id>
		<title>Leader</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Leader&amp;diff=4835"/>
		<updated>2026-09-25T23:23:26Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: Created page with &amp;quot;= Leader = You lead.&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Starting Skill: Leadership.&amp;#039;&amp;#039;&amp;#039; If you choose Leader as your starting path, gain a free skill rank in Leadership.&amp;lt;br&amp;gt;  === Decisive Command (Leader Key) === &amp;#039;&amp;#039;&amp;#039;Prerequisite:&amp;#039;&amp;#039;&amp;#039; None.&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Activation:&amp;#039;&amp;#039;&amp;#039; 1 Action&amp;lt;br&amp;gt; &amp;#039;&amp;#039;Your voice carries the certainty of steel and your tactical acumen is renowned. This battle-won wisdom benefits those who listen.&amp;#039;&amp;#039;&amp;lt;br&amp;gt; When you acquire this talent, gain a command die, which begins as a d4.&amp;lt;br&amp;gt; Spend 1 focus to...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Leader =&lt;br /&gt;
You lead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Leadership.&#039;&#039;&#039; If you choose Leader as your starting path, gain a free skill rank in Leadership.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Decisive Command (Leader Key) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your voice carries the certainty of steel and your tactical acumen is renowned. This battle-won wisdom benefits those who listen.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, gain a command die, which begins as a d4.&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to choose an ally you can influence within 20 feet of you. The next time they make a test before the end of their next turn, they can roll your command die along with the other dice for that test. After rolling, they can choose one die roll from that test, other than the plot die, and add the command die to&lt;br /&gt;
that roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Some Leader talents allow you to use your command die in other ways; you can do so even if an ally currently has a command die from you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Leader#Combat Coordination|Combat Coordination]] &amp;amp; [[Leader#Valiant Intervention|Valiant Intervention]] ([[Leader#Champion|Champion]])&lt;br /&gt;
*[[Leader#Master Plan|Master Plan]] &amp;amp; [[Leader#Composed|Composed]] (Leader#Mastermind|Mastermind]]&lt;br /&gt;
*[[Leader#Composed|Composed]] &amp;amp; [[Leader#Through the Fray|Through the Fray]] ([[Leader#Officer|Officer]])&lt;br /&gt;
*[[Leader#Cutthroat Tactics|Cutthroat Tactics]] &amp;amp; [[Leader#Tactical Ploy|Tactical Ploy]] ([[Leader#Politico|Politico]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Champion ==&lt;br /&gt;
Combat Coordination&lt;br /&gt;
Prerequisite: Leadership 2+; Decisive Command&lt;br /&gt;
key talent&lt;br /&gt;
Activation:&lt;br /&gt;
You lead through action, bolstering your allies with the&lt;br /&gt;
momentum of your blows.&lt;br /&gt;
After you use the Strike action, use Decisive Command&lt;br /&gt;
as . If your Strike didn’t hit, you also don’t have to&lt;br /&gt;
spend the usual focus for Decisive Command.&lt;br /&gt;
Demonstrative Command&lt;br /&gt;
Prerequisite: Leadership 2+; Resolute Stand talent&lt;br /&gt;
Activation:&lt;br /&gt;
You set an example from the front, applying your advice&lt;br /&gt;
to your own actions.&lt;br /&gt;
Before you make an Athletics, Agility, or Leadership&lt;br /&gt;
test, you can spend 1 focus to roll your command die&lt;br /&gt;
and add the result to your d20 roll.&lt;br /&gt;
Additionally, when you acquire this talent, increase&lt;br /&gt;
the size of your command die by one size (such as from&lt;br /&gt;
a d4 to a d6).&lt;br /&gt;
Hardy&lt;br /&gt;
Prerequisite: Valiant Intervention talent&lt;br /&gt;
Activation:&lt;br /&gt;
You’ve trained your body to endure pain and fatigue,&lt;br /&gt;
keeping you in the fight until the bitter end.&lt;br /&gt;
When you acquire this talent, your maximum and&lt;br /&gt;
current health increase by 1 per level. This applies to all&lt;br /&gt;
previous and future levels; for example, if you choose this&lt;br /&gt;
talent at level 6, retroactively increase your health by 6.&lt;br /&gt;
Imposing Posture&lt;br /&gt;
Prerequisite: Athletics 2+; Combat Coordination&lt;br /&gt;
talent&lt;br /&gt;
Activation:&lt;br /&gt;
On and off the battlefield, your powerful physique sends&lt;br /&gt;
a clear message to your foes.&lt;br /&gt;
After an enemy resists your influence while within your&lt;br /&gt;
weapon’s reach, they become Disoriented until the end&lt;br /&gt;
of their next turn.&lt;br /&gt;
102&lt;br /&gt;
Chapter 4: Heroic Paths&lt;br /&gt;
Mighty&lt;br /&gt;
Prerequisite: Imposing Posture talent&lt;br /&gt;
Activation:&lt;br /&gt;
You deliver your swings, punches, and kicks with&lt;br /&gt;
practiced efficiency.&lt;br /&gt;
When you hit with a weapon or unarmed attack, for&lt;br /&gt;
each you used on that attack’s action, increase the&lt;br /&gt;
damage you deal by 1 + your tier. For example, if you’re&lt;br /&gt;
level 6 and you make an attack that costs , each&lt;br /&gt;
deals an extra 1 + 2 damage, for a total of 6 damage.&lt;br /&gt;
Resilient Hero&lt;br /&gt;
Prerequisite: Athletics 3+; Resolute Stand talent&lt;br /&gt;
Activation:&lt;br /&gt;
You summon your last reserves and press forward despite&lt;br /&gt;
grievous wounds.&lt;br /&gt;
Once per scene, before you are reduced to 0 health,&lt;br /&gt;
you can use this reaction to instead change your&lt;br /&gt;
health to equal your Athletics modifier.&lt;br /&gt;
Resolute Stand&lt;br /&gt;
Prerequisite: Athletics 1+; Hardy talent&lt;br /&gt;
Activation:&lt;br /&gt;
You project resolve, and even powerful groups of opponents&lt;br /&gt;
find it hard to focus their attention elsewhere.&lt;br /&gt;
When you use your Valiant Intervention, you can spend&lt;br /&gt;
focus up to your ranks in Leadership to target that many&lt;br /&gt;
additional characters.&lt;br /&gt;
Additionally, after you affect a target with Valiant&lt;br /&gt;
Intervention, they can’t make Reactive Strikes against&lt;br /&gt;
your allies until the end of that target’s next turn.&lt;br /&gt;
Valiant Intervention&lt;br /&gt;
Prerequisite: Athletics 1+; Decisive Command&lt;br /&gt;
key talent&lt;br /&gt;
Activation:&lt;br /&gt;
You dauntlessly approach your opposition, daring them to&lt;br /&gt;
ignore you at their peril.&lt;br /&gt;
Spend 1 focus to move up to 10 feet, then make an&lt;br /&gt;
Athletics test against the Spiritual defense of an enemy&lt;br /&gt;
you can influence. On a success, they gain a disadvan-&lt;br /&gt;
tage on tests against your allies until the end of the&lt;br /&gt;
target’s next turn.&lt;br /&gt;
A target can resist this influence, but after they do,&lt;br /&gt;
you gain an advantage on your next test against them&lt;br /&gt;
until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
== Mastermind ==&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
&lt;br /&gt;
== Politico ==&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Explorer&amp;diff=4834</id>
		<title>Explorer</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Explorer&amp;diff=4834"/>
		<updated>2026-09-25T22:27:58Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Explorer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Explorer =&lt;br /&gt;
Explore things.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Survival.&#039;&#039;&#039; If you choose Explorer as your starting path, gain a free skill rank in Survival.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sense of Direction (Explorer Key) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
After spending 1 minute mentally preparing, you make a mental map of an area you are actively within or that is currently being described to you in detail. That location becomes one of your landmarks until you choose to end this effect as a Free Action or select a new landmark.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain an advantage on tests made to navigate to, exploit the terrain of, or identify dangers within any of your landmarks.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Explorer#Dirty Tactics|Dirty Tactics]] &amp;amp; [[Explorer#Homebase|Homebase]] ([[Explorer#Delver|Delver]])&lt;br /&gt;
*[[Explorer#Natural Memory|Natural Memory]] &amp;amp; [[Explorer#Wild Instinct|Wild Instinct]] ([[Explorer#Trailblazer|Trailblazer]])&lt;br /&gt;
&lt;br /&gt;
== Delver ==&lt;br /&gt;
&lt;br /&gt;
=== Collected ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finese 2+; [[Explorer#Home Base|Home Base]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve learned to be mindful of your immediate goals without losing sight of your deeper value, keeping you even-keeled amid chaos.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your Mental and Spiritual defenses by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Explorer#Delver&#039;s Sense|Delver&#039;s Sense]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Delver&#039;s Sense ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finesse 3+; [[Explorer#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
Your defenses increase by 2 when defending against hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you have advantage on tests to detect or identify hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dirty Tactics ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finesse 1+; [[Explorer#Sense of Direction (Explorer Key)|Sense of Direction Explorer key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
Choose a character you can sense within your reach, test your Finesse against their Cognitive defense. On success, they take keen damage equal to your Finesse modifier and they become Slowed until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you are at one of your landmarks, you gain an advantage on your next test.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Explorer#Press the Attack|Press the Attack]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dungeon Expert ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finesse 3+; [[Explorer#Shadow Step|Shadow Step]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
For the purposes of your other talents, you are at one of your landmarks any time you are in abandoned or underground spaces.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Home Base ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Explorer#Sense of Direction (Explorer Key)|Sense of Direction Explorer key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a keen sense for getting back to safety.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can note an additional landmark with your [[Explorer#Sense of Direction (Explorer Key)|Sense of Direction talent]], but the area must be inhabited.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Explorer#Collected|Collected]], [[Explorer#Port of Call|Port of Call]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Port of Call ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Survival 2+; [[Explorer#Home Base|Home Base]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
While you are at one of your landmarks you have an advantage on Persuasion and Insight tests to get a good deal or obtain information about places of interest.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Explorer#Shadow Step|Shadow Step]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Press the Attack ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finesse 2+; [[Explorer#Dirty Tactics|Dirty Tactics]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
When you deal damage with an attack, if you had one or more advantage on the damage die, you may spend 1 focus to add the results of all damage dice instead of choosing one.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadow Step ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finesse 2+; [[Explorer#Port of Call|Port of Call]]&amp;lt;br&amp;gt;&lt;br /&gt;
Activation: Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know every con artist’s trick for avoiding comeuppance, and you can slip from sight with ease.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you Disengage, you can spend 2 focus to make a Finesse test and compare the result against the Mental defense of each enemy who can sense you. You gain an advantage on this test if you’re in cover or an area where your target’s primary sense is obscured (such as darkness). If you succeed against an enemy, you’re hidden as if you’d succeeded on a Stealth test to hide from them.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Explorer#Dungeon Expert|Dungeon Expert]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trailblazer ==&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thrust ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Perception 3+; [[Explorer#Wild Instinct|Wild Instinct]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You aim for your foe’s vitals with callous finesse, hoping to bring the fight to an end before it begins.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Using a light weapon, make a melee attack against the Cognitive defense of a target who is Surprised, doesn’t sense you, or doesn’t view you as a threat (such as if you’re disguised). If this weapon has the Discreet trait, you gain two advantages on the test.&lt;br /&gt;
When you roll damage for this attack, add an extra 4d4 damage, then count the number of your damage dice that rolled their maximum value (including your weapon’s usual damage plus the extra damage). For each die that rolled its maximum, your target must subtract 2 from any injury roll they make for that attack. For example, if you roll 1d6 plus 4d4, and two dice roll their maximum value—a 6 on your weapon’s d6 and a 4 on an extra d4—your target subtracts 4 from their injury roll.&amp;lt;br&amp;gt;&lt;br /&gt;
This talent becomes more powerful as your tier increases: at tier 3, you roll an extra 6d4 damage (instead of 4d4); at tier 4, you instead roll an extra 8d4 damage; and at tier 5, you instead roll an extra 10d4 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Focused Recovery ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Survival 2+; [[Explorer#Natural Memory|Natural Memory]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Recover action, you recover 1 additional focus. While you are at one of your landmarks, you recover additional focus equal to your ranks in Survival instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Explorer#Practiced Vigilance|Practiced Vigilance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Natural Memory ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Explorer#Sense of Direction (Explorer Key)|Sense of Direction Explorer key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your senses are honed for navigating wild spaces.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can note an additional landmark with your Sense of Direction, but it must be uninhabited.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Explorer#Focused Recover|Focused Recovery]], [[Explorer#Nature&#039;s Guide|Nature&#039;s Guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nature&#039;s Guide ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Survival 3+; [[Explorer#Natural Memory|Natural Memory]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
You ignore difficult terrain caused by plants or other natural obstacles. Allies that follow the same route you took also benefit from this talent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Explorer#Shrewd Maneuvers|Shrewd Maneuvers]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Practiced Vigilance ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Perception 3+; [[Explorer#Focused Recover|Focused Recovery]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 2 focus to ignore Surprised.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, while you are at one of your landmarks, you ignore Surprised and Slowed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Explorer#Wilderness Expert|Wilderness Expert]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shrewd Maneuvers ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Perception 3+; [[Explorer#Nature&#039;s Guide|Nature’s Guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
While you are outdoors you can spend 1 focus to gain 1 Action that you can only use for the Gain Advantage action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wild Instinct ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039; Survival 2+; [[Explorer#Sense of Direction (Explorer Key)|Sense of Direction Explorer key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a nonsapient target (such as a wolf, shark, and other creatures driven by pure instinct) with a melee weapon, you can spend an Opportunity to cause the target to immediately suffer an injury.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Explorer#Fatal Thrust|Fatal Thrust]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wilderness Expert ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Survival 3+; [[Explorer#Practiced Vigilance|Practiced Vigilance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
For the purposes of other talents, you are at one of your landmarks any time you are in untamed outdoor spaces.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Explorer&amp;diff=4833</id>
		<title>Explorer</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Explorer&amp;diff=4833"/>
		<updated>2026-09-25T21:59:29Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Dirty Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Explorer =&lt;br /&gt;
Explore things.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Survival.&#039;&#039;&#039; If you choose Explorer as your starting path, gain a free skill rank in Survival.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sense of Direction (Explorer Key) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
After spending 1 minute mentally preparing, you make a mental map of an area you are actively within or that is currently being described to you in detail. That location becomes one of your landmarks until you choose to end this effect as a Free Action or select a new landmark.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain an advantage on tests made to navigate to, exploit the terrain of, or identify dangers within any of your landmarks.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Explorer#Dirty Tactics|Dirty Tactics]] &amp;amp; [[Explorer#Homebase|Homebase]] ([[Explorer#Delver|Delver]])&lt;br /&gt;
*[[Explorer#Natural Memory|Natural Memory]] &amp;amp; [[Explorer#Wild Instinct|Wild Instinct]] ([[Explorer#Trailblazer|Trailblazer]])&lt;br /&gt;
&lt;br /&gt;
== Delver ==&lt;br /&gt;
&lt;br /&gt;
=== Collected ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finese 2+; [[Explorer#Home Base|Home Base]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve learned to be mindful of your immediate goals without losing sight of your deeper value, keeping you even-keeled amid chaos.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your Mental and Spiritual defenses by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Explorer#Delver&#039;s Sense|Delver&#039;s Sense]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Delver&#039;s Sense ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finesse 3+; [[Explorer#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
Your defenses increase by 2 when defending against hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you have advantage on tests to detect or identify hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dirty Tactics ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finesse 1+; [[Explorer#Sense of Direction (Explorer Key)|Sense of Direction Explorer key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
Choose a character you can sense within your reach, test your Finesse against their Cognitive defense. On success, they take keen damage equal to your Finesse modifier and they become Slowed until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you are at one of your landmarks, you gain an advantage on your next test.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Explorer#Press the Attack|Press the Attack]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dungeon Expert ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finesse 3+; [[Explorer#Shadow Step|Shadow Step]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
For the purposes of your other talents, you are at one of your landmarks any time you are in abandoned or underground spaces.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Home Base ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Explorer#Sense of Direction (Explorer Key)|Sense of Direction Explorer key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a keen sense for getting back to safety.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can note an additional landmark with your [[Explorer#Sense of Direction (Explorer Key)|Sense of Direction talent]], but the area must be inhabited.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Explorer#Collected|Collected]], [[Explorer#Port of Call|Port of Call]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Port of Call ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Survival 2+; [[Explorer#Home Base|Home Base]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
While you are at one of your landmarks you have an advantage on Persuasion and Insight tests to get a good deal or obtain information about places of interest.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Explorer#Shadow Step|Shadow Step]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Press the Attack ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finesse 2+; [[Explorer#Dirty Tactics|Dirty Tactics]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
When you deal damage with an attack, if you had one or more advantage on the damage die, you may spend 1 focus to add the results of all damage dice instead of choosing one.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadow Step ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finesse 2+; [[Explorer#Port of Call|Port of Call]]&amp;lt;br&amp;gt;&lt;br /&gt;
Activation: Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know every con artist’s trick for avoiding comeuppance, and you can slip from sight with ease.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you Disengage, you can spend 2 focus to make a Finesse test and compare the result against the Mental defense of each enemy who can sense you. You gain an advantage on this test if you’re in cover or an area where your target’s primary sense is obscured (such as darkness). If you succeed against an enemy, you’re hidden as if you’d succeeded on a Stealth test to hide from them.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Explorer#Dungeon Expert|Dungeon Expert]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trailblazer ==&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Explorer&amp;diff=4832</id>
		<title>Explorer</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Explorer&amp;diff=4832"/>
		<updated>2026-09-25T21:54:41Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Explorer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Explorer =&lt;br /&gt;
Explore things.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Survival.&#039;&#039;&#039; If you choose Explorer as your starting path, gain a free skill rank in Survival.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sense of Direction (Explorer Key) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
After spending 1 minute mentally preparing, you make a mental map of an area you are actively within or that is currently being described to you in detail. That location becomes one of your landmarks until you choose to end this effect as a Free Action or select a new landmark.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain an advantage on tests made to navigate to, exploit the terrain of, or identify dangers within any of your landmarks.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Explorer#Dirty Tactics|Dirty Tactics]] &amp;amp; [[Explorer#Homebase|Homebase]] ([[Explorer#Delver|Delver]])&lt;br /&gt;
*[[Explorer#Natural Memory|Natural Memory]] &amp;amp; [[Explorer#Wild Instinct|Wild Instinct]] ([[Explorer#Trailblazer|Trailblazer]])&lt;br /&gt;
&lt;br /&gt;
== Delver ==&lt;br /&gt;
&lt;br /&gt;
=== Collected ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finese 2+; [[Explorer#Home Base|Home Base]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve learned to be mindful of your immediate goals without losing sight of your deeper value, keeping you even-keeled amid chaos.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your Mental and Spiritual defenses by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Explorer#Delver&#039;s Sense|Delver&#039;s Sense]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Delver&#039;s Sense ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finesse 3+; [[Explorer#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
Your defenses increase by 2 when defending against hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you have advantage on tests to detect or identify hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dirty Tactics ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finesse 1+; [[Explorer#Sense of Direction (Explorer Key)|Sense of Direction Explorer key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
Choose a character you can sense within your reach, test your Finesse against their Cognitive defense. On success, they take keen damage equal to your Finesse modifier and they become Slowed until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you are at one of your landmarks, you gain an advantage on your next test.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dungeon Expert ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finesse 3+; [[Explorer#Shadow Step|Shadow Step]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
For the purposes of your other talents, you are at one of your landmarks any time you are in abandoned or underground spaces.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Home Base ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Explorer#Sense of Direction (Explorer Key)|Sense of Direction Explorer key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You have a keen sense for getting back to safety.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can note an additional landmark with your [[Explorer#Sense of Direction (Explorer Key)|Sense of Direction talent]], but the area must be inhabited.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Explorer#Collected|Collected]], [[Explorer#Port of Call|Port of Call]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Port of Call ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Survival 2+; [[Explorer#Home Base|Home Base]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
While you are at one of your landmarks you have an advantage on Persuasion and Insight tests to get a good deal or obtain information about places of interest.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Explorer#Shadow Step|Shadow Step]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Press the Attack ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finesse 2+; [[Explorer#Dirty Tactics|Dirty Tactics]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
When you deal damage with an attack, if you had one or more advantage on the damage die, you may spend 1 focus to add the results of all damage dice instead of choosing one.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadow Step ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finesse 2+; [[Explorer#Port of Call|Port of Call]]&amp;lt;br&amp;gt;&lt;br /&gt;
Activation: Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know every con artist’s trick for avoiding comeuppance, and you can slip from sight with ease.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you Disengage, you can spend 2 focus to make a Finesse test and compare the result against the Mental defense of each enemy who can sense you. You gain an advantage on this test if you’re in cover or an area where your target’s primary sense is obscured (such as darkness). If you succeed against an enemy, you’re hidden as if you’d succeeded on a Stealth test to hide from them.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Explorer#Dungeon Expert|Dungeon Expert]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trailblazer ==&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Explorer&amp;diff=4831</id>
		<title>Explorer</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Explorer&amp;diff=4831"/>
		<updated>2026-09-25T21:39:09Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Explorer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Explorer =&lt;br /&gt;
Explore things.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Survival.&#039;&#039;&#039; If you choose Explorer as your starting path, gain a free skill rank in Survival.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sense of Direction (Explorer Key) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
After spending 1 minute mentally preparing, you make a mental map of an area you are actively within or that is currently being described to you in detail. That location becomes one of your landmarks until you choose to end this effect as a Free Action or select a new landmark.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain an advantage on tests made to navigate to, exploit the terrain of, or identify dangers within any of your landmarks.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Explorer#Dirty Tactics|Dirty Tactics]] &amp;amp; [[Explorer#Homebase|Homebase]] ([[Explorer#Delver|Delver]])&lt;br /&gt;
*[[Explorer#Natural Memory|Natural Memory]] &amp;amp; [[Explorer#Wild Instinct|Wild Instinct]] ([[Explorer#Trailblazer|Trailblazer]])&lt;br /&gt;
&lt;br /&gt;
== Delver ==&lt;br /&gt;
&lt;br /&gt;
=== Collected ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finese 2+; [[Explorer#Home Base|Home Base]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve learned to be mindful of your immediate goals without losing sight of your deeper value, keeping you even-keeled amid chaos.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your Mental and Spiritual defenses by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Explorer#Delver&#039;s Sense|Delver&#039;s Sense]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Delver&#039;s Sense ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finesse 3+; [[Explorer#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
Your defenses increase by 2 when defending against hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you have advantage on tests to detect or identify hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dirty Tactics ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finesse 1+; [[Explorer#Sense of Direction (Explorer Key)|Sense of Direction Explorer key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
Choose a character you can sense within your reach, test your Finesse against their Cognitive defense. On success, they take keen damage equal to your Finesse modifier and they become Slowed until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Slowed until the end of your next turn.&lt;br /&gt;
Additionally, if you are at one of your landmarks, you&lt;br /&gt;
gain an advantage on your next test.&lt;br /&gt;
DUNGEON EXPERT&lt;br /&gt;
Prerequisite: Finesse 3+; Shadow Step talent&lt;br /&gt;
Activation: ∞&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
For the purposes of your other talents, you are at one of&lt;br /&gt;
your landmarks any time you are in abandoned or&lt;br /&gt;
underground spaces.&lt;br /&gt;
HOME BASE&lt;br /&gt;
Prerequisite: Sense of Direction key talent&lt;br /&gt;
Activation: ▶&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
You have a keen sense for getting back to safety. You&lt;br /&gt;
can note an additional landmark with your Sense of&lt;br /&gt;
Direction, but the area must be inhabited.&lt;br /&gt;
PORT OF CALL&lt;br /&gt;
Prerequisite: Survival 2+; Home Base talent&lt;br /&gt;
Activation: ★&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
While you are at one of your landmarks you have an&lt;br /&gt;
advantage on Persuasion and Insight tests to get a good&lt;br /&gt;
deal or obtain information about places of interest.&lt;br /&gt;
PRESS THE ATTACK&lt;br /&gt;
Prerequisite: Finesse 2+; Dirty Tactics talent&lt;br /&gt;
Activation: ★&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
When you deal damage with an attack, if you had one&lt;br /&gt;
or more advantage on the damage die, you may spend 1&lt;br /&gt;
focus to add the results of all damage dice instead of&lt;br /&gt;
choosing one.&lt;br /&gt;
SHADOW STEP&lt;br /&gt;
Prerequisite: Finesse 2+; Port of Call talent&lt;br /&gt;
Activation: ▷&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
After you Disengage, you can spend 2 focus to make a&lt;br /&gt;
Finesse test and compare the result against the Mental&lt;br /&gt;
defense of each enemy who can sense you. You gain an&lt;br /&gt;
advantage on this test if you’re in cover or an area&lt;br /&gt;
where your target’s primary sense is obscured (such as&lt;br /&gt;
darkness).&lt;br /&gt;
If you succeed against an enemy, you’re hidden as if&lt;br /&gt;
you’d succeeded on a Stealth test to hide from them.&lt;br /&gt;
&lt;br /&gt;
== Trailblazer ==&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Agent&amp;diff=4830</id>
		<title>Agent</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Agent&amp;diff=4830"/>
		<updated>2026-09-25T21:33:25Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Agent */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Agent =&lt;br /&gt;
Artists of duplicity and sabotage, Agents grasp the threads of fate in the palms of their hands, waiting for the perfect moment to pull and unravel the carefully laid plans of others. Agents can fool even the most prudent with their clever ruses, swift movements, and calculated strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Insight.&#039;&#039;&#039; If you choose Agent as your starting path, gain a free skill rank in Insight.&lt;br /&gt;
&lt;br /&gt;
=== Opportunist (Agent Talent) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You instinctively sense moments of consequence. In these moments where the scale teeters between disaster and glory, you can push yourself—and your luck—to tip the outcome in your favor.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, when you roll a plot die, you can reroll that result. The original roll has no effect and you must use the new result.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Agent#Get &#039;Em Talking|Get &#039;Em Talking]] &amp;amp; [[Agent#Watchful Eye|Watchful Eye]]  ([[Agent#Investigator|Investigator]])&lt;br /&gt;
*[[Agent #Defiant Glare|Defiant Glare]] &amp;amp; [[Agent#True Grit|True Grit]] ([[Agent#Rebel|Rebel]])&lt;br /&gt;
*[[Agent#Sure Outcome|Sure Outcome]] &amp;amp; [[Agent#Plausible Excuse|Plausible Excuse]] ([[Agent#Spy|Spy]])&lt;br /&gt;
*[[Agent#Risky Behavior|Risky Behavior]] &amp;amp; [[Agent#Cheap Shot|Cheap Shot]] ([[Agent#Thief|Thief]])&lt;br /&gt;
&lt;br /&gt;
== Investigator ==&lt;br /&gt;
&lt;br /&gt;
=== Baleful ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Get &#039;Em Talking|Get &#039;Em Talking]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a severe stare, you crack the resolve of all but the most composed adversaries.&#039;&#039;&lt;br /&gt;
To resist your influence, a character must spend additional focus equal to your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Close the Case ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 3 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve compiled information on your target’s motive and circumstances. Now, by pressing on your target’s desires, weaknesses, or guilt, you can convince them to back down.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, spend 3 focus to make a Deduction test against the Cognitive defense of a character you can influence. You gain an advantage on this test if you know the target’s current motivation, and a disadvantage if you don’t.&amp;lt;br&amp;gt;&lt;br /&gt;
On a failure, the target gains an advantage on all tests against you until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
On a success, you influence the target to back down. They stop opposing your immediate aims in this scene and might even leave the scene. A target can resist this influence, but after they do, they gain a disadvantage on all tests until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gather Evidence ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Quick Analysis|Quick Analysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
Observing clues in your environment, you slowly but surely build a mental model of the mysteries before you.&amp;lt;br&amp;gt;&lt;br /&gt;
After you succeed on a cognitive test against another character, you become Focused until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Legal Codes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Get ’Em Talking ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a leading question or cutting remark, you goad others into revealing their motives.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a Deduction test against the Spiritual defense of a character you can influence. On a success, you learn the target’s motivation for being in the scene. Until the end of the scene, when you make a test to leverage this motivation against the target, you can raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Close the Case|Close the Case]], [[Agent#Sleuth&#039;s Instincts|Sleuth&#039;s Instincts]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Analysis ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Watchful Eye|Watchful Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your mind quickly files and organizes data, and you swiftly act on that information while under pressure.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make cognitive tests via the following actions: Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Gather Evidence|Gather Evidence]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sleuth’s Instincts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When cracking mysteries, you know that “why” can be as important as “who” or “how.” Once you understand motivations, other details easily fall into place.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an advantage on cognitive tests against a character whose motivation you know; you might learn this motivation from the [[Agent#Get &#039;Em Talking|Get &#039;Em Talking]] talent, or from other activities such as researching them.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, after a character whose motivation you know lies to you, you automatically know they’re being deceitful (but not the nature of their lie).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Watchful Eye ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Allies can be an asset or a liability, so you keep an eye on them for their protection and yours.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a willing ally you can influence within 20 feet of you rolls a plot die, you can use this reaction to use [[Agent#Opportunist (Agent Talent)|Opportunity]] on that plot die as if it were your own.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Quick Analysis|Quick Analysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rebel ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Training ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Defiant Glare|Defiant Glare]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve been trained in the basics of weaponry and elementary battle tactics.&#039;&#039;&lt;br /&gt;
Once per round, when you miss on a weapon attack, you can graze one target without spending focus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a weapon expertise and an armor expertise of your choice, and gain a cultural expertise in Military Life.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Merciless|Merciless]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Defiant Glare ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&lt;br /&gt;
&#039;&#039;The spark of rebellion burns bright in you, undermining your enemy’s authority and wearing them down.&#039;&#039;&lt;br /&gt;
Spend 2 focus to make an Insight test against the Spiritual defense of a character you can influence. On a success, if your target wasn’t already Exhausted, they become Exhausted [−2].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Leverage Dissent ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Raise the Banner|Raise the Banner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your voice is clear through the commotion of a crowd, convincing others to rise up and take action.&#039;&#039;&lt;br /&gt;
When you roll a Complication on the plot die, add your ranks in Leadership to the bonus you receive.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Public Speaking.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Martyr&#039;s Boon|Martyr&#039;s Boon]], [[Agent#Through the Grapevine|Through the Grapevine]]&amp;lt;bR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Martyr’s Boon ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 3+; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When your enemies harm you, your inspiring presence sparks indignation in others. In a rush of fervor, they find renewed purpose to keep fighting the good fight.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, after an enemy hits you with an attack, choose a number of allies you can influence up to your ranks in Leadership. These allies gain a Reaction, which they can only use to gain the benefits of the Recover action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Merciless ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite: [[Agent#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;It’s time to make good on your threats. Your enemy never cared for a fair fight, so this time, you’ll play by their rules.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an advantage on attack tests against targets who are Exhausted, Immobilized, or Restrained.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Raise the Banner ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Agent#True Grit|True Grit]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;United under a momentous cause, you inspire your fellow insurgents by deftly supporting them in time of need.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Aid reaction on an ally, they recover 1 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Through the Grapevine ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With connections in high and low places, you gather information and reinforcements that could prove invaluable to your cause.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After a long rest, you can make an Insight test to collect information about a person or group of your choosing. The GM sets the DC based on how secretive and obscure your subject is. On a success, the GM shares two pieces of information that are true. On a failure, the GM shares two pieces of information, one true and the other false, without identifying which is which.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Grit ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 1+: [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You thrive amid chaos. When others would be flustered by unexpected problems, you press on with renewed focus.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you or an ally within 20 feet of you gain a Complication, you recover 1 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Raise the Banner|Raise the Banner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spy ==&lt;br /&gt;
&lt;br /&gt;
=== Collected ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Sure Outcome|Sure Outcome]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You remain mindful of your immediate goals without losing sight of your deeper value, keeping you even-keeled amid chaos.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cover Story ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Plausible Excuse|Plausible Excuse]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;By spinning vague rumors into popular gossip, you’ve created a false identity to inhabit.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you put the finishing touches on a false identity for yourself. Discuss the details of this identity with your GM, including which&lt;br /&gt;
communities you use this identity to move through and what its reputation is within those communities.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a cultural expertise relevant to your false identity’s culture.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#High Society Contacts|High Society Contacts]], [[Agent#Mighty|Mighty]], [[Agent#Subtle Takedown|Subtle Takedown]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High Society Contacts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a patron who is part of high&lt;br /&gt;
society; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your patron’s name opens doors for you, even in unfamiliar places. By invoking their name or network in the right context, you can expand your influence even further.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make a test to interact socially in high society, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a cultural expertise in High Society.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mercurial Facade ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deception 3+; [[Agent#Subtle Takedown|Subtle Takedown]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know poise is essential to any disguise, and you can change your perceived persona simply by altering your gait and presence.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you attempt to disguise yourself, you can use Deception instead of Finesse. You can do this even if you don’t have supplies for a physical disguise.&amp;lt;br&amp;gt;&lt;br /&gt;
The first character who sees through your disguise, or who you choose to surprise by revealing your identity, becomes Surprised until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mighty ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You deliver your swings, punches, and kicks with practiced efficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit with a weapon or unarmed attack, for each you used on that attack’s action, increase the damage you deal by 1 + your tier. For example, if you’re level 6 and you make an attack that costs , each deals an extra 1 + 2 damage, for a total of 6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Plausible Excuse ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deception 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Years of covert operations have taught you to dissemble on the spot, concocting a reasonable excuse for the most incriminating of behavior.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you are discovered while hiding or otherwise skulking about, you can use this reaction and spend 2 focus to pass yourself off as doing something innocent.&amp;lt;br&amp;gt;&lt;br /&gt;
You influence each character who can sense you to believe your excuse.&amp;lt;br&amp;gt;&lt;br /&gt;
A character can resist this influence, but after they do, they lose additional focus equal to your ranks in Deception.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Sleight of Hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Subtle Takedown ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You swiftly strike at your target’s throat, knees, or another vulnerable area. Before the target can cry out, they are silenced.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make an unarmed attack using Insight against the Cognitive defense of a character who is Surprised, doesn’t sense you, or doesn’t view you as a threat (such as if you’re disguised). The target must be your size or smaller. Raise the stakes on this attack test. On a hit, the target also can’t communicate until the end of their next turn. Also on a hit, you can spend an Opportunity to Grapple them as a Free Action, automatically succeeding on your test; while Restrained by this grapple, they are also Prone.&amp;lt;bR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Mercurial Facade|Mercurial Facade]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sure Outcome ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The best gamble is one that secretly isn’t a gamble at all. Your insight sometimes reveals that seemingly random events are part of someone’s plan.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], instead of&lt;br /&gt;
rerolling the plot die, you can spend 2 focus to flip it to a specific result. If the die was showing an Opportunity, flip it to Complication-4. If it was showing any Complication, flip it to Opportunity.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thief ==&lt;br /&gt;
&lt;br /&gt;
=== Cheap Shot ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know exactly where to strike to leave your foe reeling in pain. Some might not view it as sporting, but it certainly works.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you have a hand free, spend 1 focus to make an unarmed attack using Finesse against the Cognitive defense of an enemy of your size or smaller, raising the stakes when you do. On a hit, the target also becomes Stunned until the end of their next turn. On a hit or graze, you can also spend an Opportunity to steal one item on the target’s person that they aren’t holding or wielding. The exact item you can steal is up to the GM’s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Double Down ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Risky Behavior|Risky Behavior]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you decide to take a risk, you commit fully in pursuit of the greatest reward.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], you can reroll the die one additional time. You must use this final result, and if it includes a Complication, you lose 2 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Fast Talker|Fast Talker]], [[Agent#Underworld Contacts|Underworld Contacts]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fast Talker ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Speaking quickly gets you out of trouble as often as it gets you into it, and you never miss a chance to get a word in edgewise.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make spiritual skill tests via the following actions:&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Risky Behavior ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;You know that risk and reward are inseparable traveling companions, and you love seeing where this pair takes you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make a test, you can spend 1 focus to raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;[[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadow Step ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finesse 3+; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know every con artist’s trick for avoiding comeuppance, and you can slip from sight with ease.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you Disengage, you can spend 2 focus to make a Finesse test and compare the result against the Cognitive defense of each enemy who can sense you. You gain an advantage on this test if you’re in cover or an area where your target’s primary sense is obscured (such as darkness).&amp;lt;br&amp;gt;&lt;br /&gt;
If you succeed against an enemy, you’re hidden as if you’d succeeded on a Stealth test to hide from them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Surefooted ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cheap Shot|Cheap Shot]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You move through treacherous terrain with confidence and speed.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your movement rate by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Shadow Step|Shadow Step]], [[Agent#Trickster&#039;s Hand|Trickster&#039;s Hand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trickster’s Hand ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finesse 3+; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You execute your acts of skulduggery with such subtlety and dexterity that your marks struggle to follow.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make physical skill tests via the following actions:&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Underworld Contacts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a patron or follower who is&lt;br /&gt;
a member of the criminal underworld; [[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you travel in circles of ill repute, your patron or follower’s name carries remarkable weight.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make a test to interact socially with criminal individuals or groups, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Criminal Groups.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Explorer&amp;diff=4829</id>
		<title>Explorer</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Explorer&amp;diff=4829"/>
		<updated>2026-09-25T21:32:56Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Explorer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Explorer =&lt;br /&gt;
Explore things.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Survival.&#039;&#039;&#039; If you choose Explorer as your starting path, gain a free skill rank in Survival.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sense of Direction (Explorer Key) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
After spending 1 minute mentally preparing, you make a mental map of an area you are actively within or that is currently being described to you in detail. That location becomes one of your landmarks until you choose to end this effect as a Free Action or select a new landmark.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain an advantage on tests made to navigate to, exploit the terrain of, or identify dangers within any of your landmarks.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Explorer#Dirty Tactics|Dirty Tactics]] &amp;amp; [[Explorer#Homebase|Homebase]] ([[Explorer#Delver|Delver]])&lt;br /&gt;
*[[Explorer#Natural Memory|Natural Memory]] &amp;amp; [[Explorer#Wild Instinct|Wild Instinct]] ([[Explorer#Trailblazer|Trailblazer]])&lt;br /&gt;
&lt;br /&gt;
== Delver ==&lt;br /&gt;
&lt;br /&gt;
=== Collected ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finese 2+; [[Explorer#Home Base|Home Base]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve learned to be mindful of your immediate goals without losing sight of your deeper value, keeping you even-keeled amid chaos.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your Mental and Spiritual defenses by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Explorer#Delver&#039;s Sense|Delver&#039;s Sense]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Delver&#039;s Sense ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Finesse 3+; [[Explorer#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
Your defenses increase by 2 when defending against hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you have advantage on tests to detect or identify hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DIRTY TACTICS&lt;br /&gt;
Prerequisite: Finesse 1+; Sense of Direction key talent&lt;br /&gt;
Activation: ▶&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
Test Finesse vs Mental to disrupt a target&#039;s movement&lt;br /&gt;
within reach. On success, the target receives keen&lt;br /&gt;
&lt;br /&gt;
damage equal to your Finesse modifier and becomes&lt;br /&gt;
Slowed until the end of your next turn.&lt;br /&gt;
Additionally, if you are at one of your landmarks, you&lt;br /&gt;
gain an advantage on your next test.&lt;br /&gt;
DUNGEON EXPERT&lt;br /&gt;
Prerequisite: Finesse 3+; Shadow Step talent&lt;br /&gt;
Activation: ∞&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
For the purposes of your other talents, you are at one of&lt;br /&gt;
your landmarks any time you are in abandoned or&lt;br /&gt;
underground spaces.&lt;br /&gt;
HOME BASE&lt;br /&gt;
Prerequisite: Sense of Direction key talent&lt;br /&gt;
Activation: ▶&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
You have a keen sense for getting back to safety. You&lt;br /&gt;
can note an additional landmark with your Sense of&lt;br /&gt;
Direction, but the area must be inhabited.&lt;br /&gt;
PORT OF CALL&lt;br /&gt;
Prerequisite: Survival 2+; Home Base talent&lt;br /&gt;
Activation: ★&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
While you are at one of your landmarks you have an&lt;br /&gt;
advantage on Persuasion and Insight tests to get a good&lt;br /&gt;
deal or obtain information about places of interest.&lt;br /&gt;
PRESS THE ATTACK&lt;br /&gt;
Prerequisite: Finesse 2+; Dirty Tactics talent&lt;br /&gt;
Activation: ★&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
When you deal damage with an attack, if you had one&lt;br /&gt;
or more advantage on the damage die, you may spend 1&lt;br /&gt;
focus to add the results of all damage dice instead of&lt;br /&gt;
choosing one.&lt;br /&gt;
SHADOW STEP&lt;br /&gt;
Prerequisite: Finesse 2+; Port of Call talent&lt;br /&gt;
Activation: ▷&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
After you Disengage, you can spend 2 focus to make a&lt;br /&gt;
Finesse test and compare the result against the Mental&lt;br /&gt;
defense of each enemy who can sense you. You gain an&lt;br /&gt;
advantage on this test if you’re in cover or an area&lt;br /&gt;
where your target’s primary sense is obscured (such as&lt;br /&gt;
darkness).&lt;br /&gt;
If you succeed against an enemy, you’re hidden as if&lt;br /&gt;
you’d succeeded on a Stealth test to hide from them.&lt;br /&gt;
&lt;br /&gt;
== Trailblazer ==&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Explorer&amp;diff=4828</id>
		<title>Explorer</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Explorer&amp;diff=4828"/>
		<updated>2026-09-25T21:26:37Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: Created page with &amp;quot;= Explorer = Explore things.&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Starting Skill: Survival.&amp;#039;&amp;#039;&amp;#039; If you choose Explorer as your starting path, gain a free skill rank in Survival.&amp;lt;br&amp;gt;  === Sense of Direction (Explorer Key) === &amp;#039;&amp;#039;&amp;#039;Prerequisite:&amp;#039;&amp;#039;&amp;#039; None.&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Activation:&amp;#039;&amp;#039;&amp;#039; Special Activation&amp;lt;br&amp;gt; After spending 1 minute mentally preparing, you make a mental map of an area you are actively within or that is currently being described to you in detail. That location becomes one of your landmarks until you...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Explorer =&lt;br /&gt;
Explore things.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Survival.&#039;&#039;&#039; If you choose Explorer as your starting path, gain a free skill rank in Survival.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sense of Direction (Explorer Key) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
After spending 1 minute mentally preparing, you make a mental map of an area you are actively within or that is currently being described to you in detail. That location becomes one of your landmarks until you choose to end this effect as a Free Action or select a new landmark.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain an advantage on tests made to navigate to, exploit the terrain of, or identify dangers within any of your landmarks.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Explorer#Dirty Tactics|Dirty Tactics]] &amp;amp; [[Explorer#Homebase|Homebase]] ([[Explorer#Delver|Delver]])&lt;br /&gt;
*[[Explorer#Natural Memory|Natural Memory]] &amp;amp; [[Explorer#Wild Instinct|Wild Instinct]] ([[Explorer#Trailblazer|Trailblazer]])&lt;br /&gt;
&lt;br /&gt;
== Delver ==&lt;br /&gt;
&lt;br /&gt;
== Trailblazer ==&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Agent&amp;diff=4827</id>
		<title>Agent</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Agent&amp;diff=4827"/>
		<updated>2026-09-25T21:20:29Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Agent */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Agent =&lt;br /&gt;
Artists of duplicity and sabotage, Agents grasp the threads of fate in the palms of their hands, waiting for the perfect moment to pull and unravel the carefully laid plans of others. Agents can fool even the most prudent with their clever ruses, swift movements, and calculated strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Insight.&#039;&#039;&#039; If you choose Agent as your starting path, gain a free skill rank in Insight.&lt;br /&gt;
&lt;br /&gt;
=== Opportunist (Agent Talent) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You instinctively sense moments of consequence. In these moments where the scale teeters between disaster and glory, you can push yourself—and your luck—to tip the outcome in your favor.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, when you roll a plot die, you can reroll that result. The original roll has no effect and you must use the new result.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Agent#Get &#039;Em Talking|Get &#039;Em Talking]] &amp;amp; [[Agent#Watchful Eye|Watchful Eye]]  ([[Agent#Investigator|Investigator]])&lt;br /&gt;
*[[Agent #Defiant Glare|Defiant Glare]] &amp;amp; [[Agent#True Grit|True Grit]] ([[Agent#Rebel|Rebel]])&lt;br /&gt;
*[[Agent#Sure Outcome|Sure Outcome]] &amp;amp; [[Agent#Plausible Excuse|Plausible Excuse]] ([[Agent#Spy|Spy]])&lt;br /&gt;
*[[Agent#Risky Behavior|Risky Behavior]] &amp;amp; [[Agent#Cheap Shot|Cheap Shot]] ([[Agent#Thief|Thief]])&lt;br /&gt;
&lt;br /&gt;
== Investigator ==&lt;br /&gt;
&lt;br /&gt;
=== Baleful ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Get &#039;Em Talking|Get &#039;Em Talking]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a severe stare, you crack the resolve of all but the most composed adversaries.&#039;&#039;&lt;br /&gt;
To resist your influence, a character must spend additional focus equal to your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Close the Case ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 3 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve compiled information on your target’s motive and circumstances. Now, by pressing on your target’s desires, weaknesses, or guilt, you can convince them to back down.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, spend 3 focus to make a Deduction test against the Cognitive defense of a character you can influence. You gain an advantage on this test if you know the target’s current motivation, and a disadvantage if you don’t.&amp;lt;br&amp;gt;&lt;br /&gt;
On a failure, the target gains an advantage on all tests against you until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
On a success, you influence the target to back down. They stop opposing your immediate aims in this scene and might even leave the scene. A target can resist this influence, but after they do, they gain a disadvantage on all tests until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gather Evidence ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Quick Analysis|Quick Analysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
Observing clues in your environment, you slowly but surely build a mental model of the mysteries before you.&amp;lt;br&amp;gt;&lt;br /&gt;
After you succeed on a cognitive test against another character, you become Focused until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Legal Codes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Get ’Em Talking ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a leading question or cutting remark, you goad others into revealing their motives.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a Deduction test against the Spiritual defense of a character you can influence. On a success, you learn the target’s motivation for being in the scene. Until the end of the scene, when you make a test to leverage this motivation against the target, you can raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Close the Case|Close the Case]], [[Agent#Sleuth&#039;s Instincts|Sleuth&#039;s Instincts]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Analysis ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Watchful Eye|Watchful Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your mind quickly files and organizes data, and you swiftly act on that information while under pressure.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make cognitive tests via the following actions: Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Gather Evidence|Gather Evidence]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sleuth’s Instincts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When cracking mysteries, you know that “why” can be as important as “who” or “how.” Once you understand motivations, other details easily fall into place.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an advantage on cognitive tests against a character whose motivation you know; you might learn this motivation from the [[Agent#Get &#039;Em Talking|Get &#039;Em Talking]] talent, or from other activities such as researching them.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, after a character whose motivation you know lies to you, you automatically know they’re being deceitful (but not the nature of their lie).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Watchful Eye ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Allies can be an asset or a liability, so you keep an eye on them for their protection and yours.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a willing ally you can influence within 20 feet of you rolls a plot die, you can use this reaction to use [[Agent#Opportunist (Agent Talent)|Opportunity]] on that plot die as if it were your own.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Quick Analysis|Quick Analysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rebel ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Training ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Defiant Glare|Defiant Glare]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve been trained in the basics of weaponry and elementary battle tactics.&#039;&#039;&lt;br /&gt;
Once per round, when you miss on a weapon attack, you can graze one target without spending focus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a weapon expertise and an armor expertise of your choice, and gain a cultural expertise in Military Life.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Merciless|Merciless]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Defiant Glare ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&lt;br /&gt;
&#039;&#039;The spark of rebellion burns bright in you, undermining your enemy’s authority and wearing them down.&#039;&#039;&lt;br /&gt;
Spend 2 focus to make an Insight test against the Spiritual defense of a character you can influence. On a success, if your target wasn’t already Exhausted, they become Exhausted [−2].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Leverage Dissent ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Raise the Banner|Raise the Banner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your voice is clear through the commotion of a crowd, convincing others to rise up and take action.&#039;&#039;&lt;br /&gt;
When you roll a Complication on the plot die, add your ranks in Leadership to the bonus you receive.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Public Speaking.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Martyr&#039;s Boon|Martyr&#039;s Boon]], [[Agent#Through the Grapevine|Through the Grapevine]]&amp;lt;bR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Martyr’s Boon ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 3+; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When your enemies harm you, your inspiring presence sparks indignation in others. In a rush of fervor, they find renewed purpose to keep fighting the good fight.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, after an enemy hits you with an attack, choose a number of allies you can influence up to your ranks in Leadership. These allies gain a Reaction, which they can only use to gain the benefits of the Recover action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Merciless ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite: [[Agent#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;It’s time to make good on your threats. Your enemy never cared for a fair fight, so this time, you’ll play by their rules.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an advantage on attack tests against targets who are Exhausted, Immobilized, or Restrained.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Raise the Banner ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Agent#True Grit|True Grit]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;United under a momentous cause, you inspire your fellow insurgents by deftly supporting them in time of need.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Aid reaction on an ally, they recover 1 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Through the Grapevine ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With connections in high and low places, you gather information and reinforcements that could prove invaluable to your cause.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After a long rest, you can make an Insight test to collect information about a person or group of your choosing. The GM sets the DC based on how secretive and obscure your subject is. On a success, the GM shares two pieces of information that are true. On a failure, the GM shares two pieces of information, one true and the other false, without identifying which is which.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Grit ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 1+: [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You thrive amid chaos. When others would be flustered by unexpected problems, you press on with renewed focus.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you or an ally within 20 feet of you gain a Complication, you recover 1 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Raise the Banner|Raise the Banner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spy ==&lt;br /&gt;
&lt;br /&gt;
=== Collected ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Sure Outcome|Sure Outcome]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You remain mindful of your immediate goals without losing sight of your deeper value, keeping you even-keeled amid chaos.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cover Story ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Plausible Excuse|Plausible Excuse]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;By spinning vague rumors into popular gossip, you’ve created a false identity to inhabit.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you put the finishing touches on a false identity for yourself. Discuss the details of this identity with your GM, including which&lt;br /&gt;
communities you use this identity to move through and what its reputation is within those communities.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a cultural expertise relevant to your false identity’s culture.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#High Society Contacts|High Society Contacts]], [[Agent#Mighty|Mighty]], [[Agent#Subtle Takedown|Subtle Takedown]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High Society Contacts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a patron who is part of high&lt;br /&gt;
society; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your patron’s name opens doors for you, even in unfamiliar places. By invoking their name or network in the right context, you can expand your influence even further.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make a test to interact socially in high society, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a cultural expertise in High Society.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mercurial Facade ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deception 3+; [[Agent#Subtle Takedown|Subtle Takedown]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know poise is essential to any disguise, and you can change your perceived persona simply by altering your gait and presence.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you attempt to disguise yourself, you can useDeception instead of Thievery. You can do this even if you don’t have supplies for a physical disguise.&amp;lt;br&amp;gt;&lt;br /&gt;
The first character who sees through your disguise, or who you choose to surprise by revealing your identity, becomes Surprised until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mighty ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You deliver your swings, punches, and kicks with practiced efficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit with a weapon or unarmed attack, for each you used on that attack’s action, increase the damage you deal by 1 + your tier. For example, if you’re level 6 and you make an attack that costs , each deals an extra 1 + 2 damage, for a total of 6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Plausible Excuse ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deception 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Years of covert operations have taught you to dissemble on the spot, concocting a reasonable excuse for the most incriminating of behavior.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you are discovered while hiding or otherwise skulking about, you can use this reaction and spend 2 focus to pass yourself off as doing something innocent.&amp;lt;br&amp;gt;&lt;br /&gt;
You influence each character who can sense you to believe your excuse.&amp;lt;br&amp;gt;&lt;br /&gt;
A character can resist this influence, but after they do, they lose additional focus equal to your ranks in Deception.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Sleight of Hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Subtle Takedown ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You swiftly strike at your target’s throat, knees, or another vulnerable area. Before the target can cry out, they are silenced.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make an unarmed attack using Insight against the Cognitive defense of a character who is Surprised, doesn’t sense you, or doesn’t view you as a threat (such as if you’re disguised). The target must be your size or smaller. Raise the stakes on this attack test. On a hit, the target also can’t communicate until the end of their next turn. Also on a hit, you can spend an Opportunity to Grapple them as a Free Action, automatically succeeding on your test; while Restrained by this grapple, they are also Prone.&amp;lt;bR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Mercurial Facade|Mercurial Facade]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sure Outcome ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The best gamble is one that secretly isn’t a gamble at all. Your insight sometimes reveals that seemingly random events are part of someone’s plan.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], instead of&lt;br /&gt;
rerolling the plot die, you can spend 2 focus to flip it to a specific result. If the die was showing an Opportunity, flip it to Complication-4. If it was showing any Complication, flip it to Opportunity.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thief ==&lt;br /&gt;
&lt;br /&gt;
=== Cheap Shot ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know exactly where to strike to leave your foe reeling in pain. Some might not view it as sporting, but it certainly works.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you have a hand free, spend 1 focus to make an unarmed attack using Thievery against the Cognitive defense of an enemy of your size or smaller, raising the stakes when you do. On a hit, the target also becomes Stunned until the end of their next turn. On a hit or graze, you can also spend an Opportunity to steal one item on the target’s person that they aren’t holding or wielding. The exact item you can steal is up to the GM’s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Double Down ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Risky Behavior|Risky Behavior]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you decide to take a risk, you commit fully in pursuit of the greatest reward.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], you can reroll the die one additional time. You must use this final result, and if it includes a Complication, you lose 2 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Fast Talker|Fast Talker]], [[Agent#Underworld Contacts|Underworld Contacts]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fast Talker ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Speaking quickly gets you out of trouble as often as it gets you into it, and you never miss a chance to get a word in edgewise.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make spiritual skill tests via the following actions:&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Risky Behavior ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;You know that risk and reward are inseparable traveling companions, and you love seeing where this pair takes you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make a test, you can spend 1 focus to raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;[[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadow Step ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Thievery 3+; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know every con artist’s trick for avoiding comeuppance, and you can slip from sight with ease.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you Disengage, you can spend 2 focus to make a Thievery test and compare the result against the Cognitive defense of each enemy who can sense you. You gain an advantage on this test if you’re in cover or an area where your target’s primary sense is obscured (such as darkness).&amp;lt;br&amp;gt;&lt;br /&gt;
If you succeed against an enemy, you’re hidden as if you’d succeeded on a Stealth test to hide from them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Surefooted ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cheap Shot|Cheap Shot]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You move through treacherous terrain with confidence and speed.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your movement rate by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Shadow Step|Shadow Step]], [[Agent#Trickster&#039;s Hand|Trickster&#039;s Hand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trickster’s Hand ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Thievery 3+; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You execute your acts of skulduggery with such subtlety and dexterity that your marks struggle to follow.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make physical skill tests via the following actions:&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Underworld Contacts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a patron or follower who is&lt;br /&gt;
a member of the criminal underworld; [[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you travel in circles of ill repute, your patron or follower’s name carries remarkable weight.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make a test to interact socially with criminal individuals or groups, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Criminal Groups.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Paths&amp;diff=4826</id>
		<title>Paths</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Paths&amp;diff=4826"/>
		<updated>2026-09-25T20:36:13Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Heroic Paths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Paths =&lt;br /&gt;
&lt;br /&gt;
== Heroic Paths ==&lt;br /&gt;
Non-magical paths, mundane heroes, ones who still possess great power.&lt;br /&gt;
&lt;br /&gt;
[[Agent]] (Starting Skill: Insight - Key Talent: Opportunist)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Envoy]] (Starting Skill: Discipline - Key Talent: Rousing Presence)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Explorer]] (Starting Skill: Survival - Key Talent: Sense of Direction)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hunter]] (Starting Skill: Perception - Key Talent: Seek Quarry)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Leader]] (Starting Skill: Leadership - Key Talent: Decisive Command)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Warrior]] (Starting Skill: Athletics - Key Talent: Vigilant Stance)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Scholar]] (Starting Skill: Lore - Key Talent: Erudition)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resonant Paths ==&lt;br /&gt;
Magical paths that have access to the Tones of Drakomere.&lt;br /&gt;
&lt;br /&gt;
=== Archcasters ===&lt;br /&gt;
[[Wizard]] The Archcaster for the Arcane Harmony.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cleric]] The Archcaster for the Divine Harmony.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Druid]] The Archcaster for the Primal Harmony.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Subcasters ===&lt;br /&gt;
[[Psion]] The Subcaster for the Evocation Tones.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Minstrel]] The Subcaster for the Manipulation Tones.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Magus]] The Subcaster for the Abjuration Tones.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thaumaturge]] The Subcaster for the Regeneration Tones.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oracle]] The Subcaster for the Divination Tones.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Witch]] The Subcaster for the Degeneration Tones.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shaman]] The Subcaster for the Transmutation Tones.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Warlock]] The Subcaster for the Conjuration Tones.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Warden]] The Subcaster for the Dynamancy Tones.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Resonant]] A simple Path, used for gaining a single, or a few, disparate Tones, rather than a themed collection.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Agent&amp;diff=4825</id>
		<title>Agent</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Agent&amp;diff=4825"/>
		<updated>2026-09-25T20:24:33Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Fast Talker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Agent =&lt;br /&gt;
Artists of duplicity and sabotage, Agents grasp the threads of fate in the palms of their hands, waiting for the perfect moment to pull and unravel the carefully laid plans of others. Agents can fool even the most prudent with their clever ruses, swift movements, and calculated strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Insight.&#039;&#039;&#039; If you choose Agent as your starting path, gain a free skill rank in Insight.&lt;br /&gt;
&lt;br /&gt;
[[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&lt;br /&gt;
&lt;br /&gt;
=== Opportunist (Agent Talent) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You instinctively sense moments of consequence. In these moments where the scale teeters between disaster and glory, you can push yourself—and your luck—to tip the outcome in your favor.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, when you roll a plot die, you can reroll that result. The original roll has no effect and you must use the new result.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Agent#Get &#039;Em Talking|Get &#039;Em Talking]] &amp;amp; [[Agent#Watchful Eye|Watchful Eye]]  ([[Agent#Investigator|Investigator]])&lt;br /&gt;
*[[Agent #Defiant Glare|Defiant Glare]] &amp;amp; [[Agent#True Grit|True Grit]] ([[Agent#Rebel|Rebel]])&lt;br /&gt;
*[[Agent#Sure Outcome|Sure Outcome]] &amp;amp; [[Agent#Plausible Excuse|Plausible Excuse]] ([[Agent#Spy|Spy]])&lt;br /&gt;
*[[Agent#Risky Behavior|Risky Behavior]] &amp;amp; [[Agent#Cheap Shot|Cheap Shot]] ([[Agent#Thief|Thief]])&lt;br /&gt;
&lt;br /&gt;
== Investigator ==&lt;br /&gt;
&lt;br /&gt;
=== Baleful ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Get &#039;Em Talking|Get &#039;Em Talking]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a severe stare, you crack the resolve of all but the most composed adversaries.&#039;&#039;&lt;br /&gt;
To resist your influence, a character must spend additional focus equal to your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Close the Case ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 3 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve compiled information on your target’s motive and circumstances. Now, by pressing on your target’s desires, weaknesses, or guilt, you can convince them to back down.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, spend 3 focus to make a Deduction test against the Cognitive defense of a character you can influence. You gain an advantage on this test if you know the target’s current motivation, and a disadvantage if you don’t.&amp;lt;br&amp;gt;&lt;br /&gt;
On a failure, the target gains an advantage on all tests against you until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
On a success, you influence the target to back down. They stop opposing your immediate aims in this scene and might even leave the scene. A target can resist this influence, but after they do, they gain a disadvantage on all tests until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gather Evidence ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Quick Analysis|Quick Analysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
Observing clues in your environment, you slowly but surely build a mental model of the mysteries before you.&amp;lt;br&amp;gt;&lt;br /&gt;
After you succeed on a cognitive test against another character, you become Focused until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Legal Codes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Get ’Em Talking ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a leading question or cutting remark, you goad others into revealing their motives.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a Deduction test against the Spiritual defense of a character you can influence. On a success, you learn the target’s motivation for being in the scene. Until the end of the scene, when you make a test to leverage this motivation against the target, you can raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Close the Case|Close the Case]], [[Agent#Sleuth&#039;s Instincts|Sleuth&#039;s Instincts]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Analysis ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Watchful Eye|Watchful Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your mind quickly files and organizes data, and you swiftly act on that information while under pressure.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make cognitive tests via the following actions: Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Gather Evidence|Gather Evidence]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sleuth’s Instincts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When cracking mysteries, you know that “why” can be as important as “who” or “how.” Once you understand motivations, other details easily fall into place.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an advantage on cognitive tests against a character whose motivation you know; you might learn this motivation from the [[Agent#Get &#039;Em Talking|Get &#039;Em Talking]] talent, or from other activities such as researching them.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, after a character whose motivation you know lies to you, you automatically know they’re being deceitful (but not the nature of their lie).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Watchful Eye ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Allies can be an asset or a liability, so you keep an eye on them for their protection and yours.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a willing ally you can influence within 20 feet of you rolls a plot die, you can use this reaction to use [[Agent#Opportunist (Agent Talent)|Opportunity]] on that plot die as if it were your own.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Quick Analysis|Quick Analysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rebel ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Training ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Defiant Glare|Defiant Glare]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve been trained in the basics of weaponry and elementary battle tactics.&#039;&#039;&lt;br /&gt;
Once per round, when you miss on a weapon attack, you can graze one target without spending focus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a weapon expertise and an armor expertise of your choice, and gain a cultural expertise in Military Life.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Merciless|Merciless]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Defiant Glare ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&lt;br /&gt;
&#039;&#039;The spark of rebellion burns bright in you, undermining your enemy’s authority and wearing them down.&#039;&#039;&lt;br /&gt;
Spend 2 focus to make an Insight test against the Spiritual defense of a character you can influence. On a success, if your target wasn’t already Exhausted, they become Exhausted [−2].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Leverage Dissent ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Raise the Banner|Raise the Banner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your voice is clear through the commotion of a crowd, convincing others to rise up and take action.&#039;&#039;&lt;br /&gt;
When you roll a Complication on the plot die, add your ranks in Leadership to the bonus you receive.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Public Speaking.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Martyr&#039;s Boon|Martyr&#039;s Boon]], [[Agent#Through the Grapevine|Through the Grapevine]]&amp;lt;bR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Martyr’s Boon ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 3+; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When your enemies harm you, your inspiring presence sparks indignation in others. In a rush of fervor, they find renewed purpose to keep fighting the good fight.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, after an enemy hits you with an attack, choose a number of allies you can influence up to your ranks in Leadership. These allies gain a Reaction, which they can only use to gain the benefits of the Recover action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Merciless ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite: [[Agent#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;It’s time to make good on your threats. Your enemy never cared for a fair fight, so this time, you’ll play by their rules.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an advantage on attack tests against targets who are Exhausted, Immobilized, or Restrained.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Raise the Banner ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Agent#True Grit|True Grit]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;United under a momentous cause, you inspire your fellow insurgents by deftly supporting them in time of need.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Aid reaction on an ally, they recover 1 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Through the Grapevine ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With connections in high and low places, you gather information and reinforcements that could prove invaluable to your cause.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After a long rest, you can make an Insight test to collect information about a person or group of your choosing. The GM sets the DC based on how secretive and obscure your subject is. On a success, the GM shares two pieces of information that are true. On a failure, the GM shares two pieces of information, one true and the other false, without identifying which is which.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Grit ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 1+: [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You thrive amid chaos. When others would be flustered by unexpected problems, you press on with renewed focus.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you or an ally within 20 feet of you gain a Complication, you recover 1 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Raise the Banner|Raise the Banner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spy ==&lt;br /&gt;
&lt;br /&gt;
=== Collected ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Sure Outcome|Sure Outcome]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You remain mindful of your immediate goals without losing sight of your deeper value, keeping you even-keeled amid chaos.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cover Story ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Plausible Excuse|Plausible Excuse]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;By spinning vague rumors into popular gossip, you’ve created a false identity to inhabit.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you put the finishing touches on a false identity for yourself. Discuss the details of this identity with your GM, including which&lt;br /&gt;
communities you use this identity to move through and what its reputation is within those communities.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a cultural expertise relevant to your false identity’s culture.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#High Society Contacts|High Society Contacts]], [[Agent#Mighty|Mighty]], [[Agent#Subtle Takedown|Subtle Takedown]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High Society Contacts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a patron who is part of high&lt;br /&gt;
society; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your patron’s name opens doors for you, even in unfamiliar places. By invoking their name or network in the right context, you can expand your influence even further.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make a test to interact socially in high society, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a cultural expertise in High Society.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mercurial Facade ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deception 3+; [[Agent#Subtle Takedown|Subtle Takedown]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know poise is essential to any disguise, and you can change your perceived persona simply by altering your gait and presence.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you attempt to disguise yourself, you can useDeception instead of Thievery. You can do this even if you don’t have supplies for a physical disguise.&amp;lt;br&amp;gt;&lt;br /&gt;
The first character who sees through your disguise, or who you choose to surprise by revealing your identity, becomes Surprised until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mighty ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You deliver your swings, punches, and kicks with practiced efficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit with a weapon or unarmed attack, for each you used on that attack’s action, increase the damage you deal by 1 + your tier. For example, if you’re level 6 and you make an attack that costs , each deals an extra 1 + 2 damage, for a total of 6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Plausible Excuse ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deception 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Years of covert operations have taught you to dissemble on the spot, concocting a reasonable excuse for the most incriminating of behavior.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you are discovered while hiding or otherwise skulking about, you can use this reaction and spend 2 focus to pass yourself off as doing something innocent.&amp;lt;br&amp;gt;&lt;br /&gt;
You influence each character who can sense you to believe your excuse.&amp;lt;br&amp;gt;&lt;br /&gt;
A character can resist this influence, but after they do, they lose additional focus equal to your ranks in Deception.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Sleight of Hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Subtle Takedown ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You swiftly strike at your target’s throat, knees, or another vulnerable area. Before the target can cry out, they are silenced.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make an unarmed attack using Insight against the Cognitive defense of a character who is Surprised, doesn’t sense you, or doesn’t view you as a threat (such as if you’re disguised). The target must be your size or smaller. Raise the stakes on this attack test. On a hit, the target also can’t communicate until the end of their next turn. Also on a hit, you can spend an Opportunity to Grapple them as a Free Action, automatically succeeding on your test; while Restrained by this grapple, they are also Prone.&amp;lt;bR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Mercurial Facade|Mercurial Facade]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sure Outcome ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The best gamble is one that secretly isn’t a gamble at all. Your insight sometimes reveals that seemingly random events are part of someone’s plan.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], instead of&lt;br /&gt;
rerolling the plot die, you can spend 2 focus to flip it to a specific result. If the die was showing an Opportunity, flip it to Complication-4. If it was showing any Complication, flip it to Opportunity.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thief ==&lt;br /&gt;
&lt;br /&gt;
=== Cheap Shot ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know exactly where to strike to leave your foe reeling in pain. Some might not view it as sporting, but it certainly works.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you have a hand free, spend 1 focus to make an unarmed attack using Thievery against the Cognitive defense of an enemy of your size or smaller, raising the stakes when you do. On a hit, the target also becomes Stunned until the end of their next turn. On a hit or graze, you can also spend an Opportunity to steal one item on the target’s person that they aren’t holding or wielding. The exact item you can steal is up to the GM’s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Double Down ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Risky Behavior|Risky Behavior]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you decide to take a risk, you commit fully in pursuit of the greatest reward.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], you can reroll the die one additional time. You must use this final result, and if it includes a Complication, you lose 2 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Fast Talker|Fast Talker]], [[Agent#Underworld Contacts|Underworld Contacts]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fast Talker ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Speaking quickly gets you out of trouble as often as it gets you into it, and you never miss a chance to get a word in edgewise.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make spiritual skill tests via the following actions:&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Risky Behavior ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;You know that risk and reward are inseparable traveling companions, and you love seeing where this pair takes you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make a test, you can spend 1 focus to raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;[[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadow Step ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Thievery 3+; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know every con artist’s trick for avoiding comeuppance, and you can slip from sight with ease.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you Disengage, you can spend 2 focus to make a Thievery test and compare the result against the Cognitive defense of each enemy who can sense you. You gain an advantage on this test if you’re in cover or an area where your target’s primary sense is obscured (such as darkness).&amp;lt;br&amp;gt;&lt;br /&gt;
If you succeed against an enemy, you’re hidden as if you’d succeeded on a Stealth test to hide from them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Surefooted ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cheap Shot|Cheap Shot]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You move through treacherous terrain with confidence and speed.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your movement rate by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Shadow Step|Shadow Step]], [[Agent#Trickster&#039;s Hand|Trickster&#039;s Hand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trickster’s Hand ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Thievery 3+; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You execute your acts of skulduggery with such subtlety and dexterity that your marks struggle to follow.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make physical skill tests via the following actions:&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Underworld Contacts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a patron or follower who is&lt;br /&gt;
a member of the criminal underworld; [[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you travel in circles of ill repute, your patron or follower’s name carries remarkable weight.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make a test to interact socially with criminal individuals or groups, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Criminal Groups.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Agent&amp;diff=4824</id>
		<title>Agent</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Agent&amp;diff=4824"/>
		<updated>2026-09-25T20:22:33Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Plausible Excuse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Agent =&lt;br /&gt;
Artists of duplicity and sabotage, Agents grasp the threads of fate in the palms of their hands, waiting for the perfect moment to pull and unravel the carefully laid plans of others. Agents can fool even the most prudent with their clever ruses, swift movements, and calculated strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Insight.&#039;&#039;&#039; If you choose Agent as your starting path, gain a free skill rank in Insight.&lt;br /&gt;
&lt;br /&gt;
[[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&lt;br /&gt;
&lt;br /&gt;
=== Opportunist (Agent Talent) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You instinctively sense moments of consequence. In these moments where the scale teeters between disaster and glory, you can push yourself—and your luck—to tip the outcome in your favor.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, when you roll a plot die, you can reroll that result. The original roll has no effect and you must use the new result.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Agent#Get &#039;Em Talking|Get &#039;Em Talking]] &amp;amp; [[Agent#Watchful Eye|Watchful Eye]]  ([[Agent#Investigator|Investigator]])&lt;br /&gt;
*[[Agent #Defiant Glare|Defiant Glare]] &amp;amp; [[Agent#True Grit|True Grit]] ([[Agent#Rebel|Rebel]])&lt;br /&gt;
*[[Agent#Sure Outcome|Sure Outcome]] &amp;amp; [[Agent#Plausible Excuse|Plausible Excuse]] ([[Agent#Spy|Spy]])&lt;br /&gt;
*[[Agent#Risky Behavior|Risky Behavior]] &amp;amp; [[Agent#Cheap Shot|Cheap Shot]] ([[Agent#Thief|Thief]])&lt;br /&gt;
&lt;br /&gt;
== Investigator ==&lt;br /&gt;
&lt;br /&gt;
=== Baleful ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Get &#039;Em Talking|Get &#039;Em Talking]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a severe stare, you crack the resolve of all but the most composed adversaries.&#039;&#039;&lt;br /&gt;
To resist your influence, a character must spend additional focus equal to your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Close the Case ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 3 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve compiled information on your target’s motive and circumstances. Now, by pressing on your target’s desires, weaknesses, or guilt, you can convince them to back down.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, spend 3 focus to make a Deduction test against the Cognitive defense of a character you can influence. You gain an advantage on this test if you know the target’s current motivation, and a disadvantage if you don’t.&amp;lt;br&amp;gt;&lt;br /&gt;
On a failure, the target gains an advantage on all tests against you until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
On a success, you influence the target to back down. They stop opposing your immediate aims in this scene and might even leave the scene. A target can resist this influence, but after they do, they gain a disadvantage on all tests until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gather Evidence ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Quick Analysis|Quick Analysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
Observing clues in your environment, you slowly but surely build a mental model of the mysteries before you.&amp;lt;br&amp;gt;&lt;br /&gt;
After you succeed on a cognitive test against another character, you become Focused until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Legal Codes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Get ’Em Talking ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a leading question or cutting remark, you goad others into revealing their motives.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a Deduction test against the Spiritual defense of a character you can influence. On a success, you learn the target’s motivation for being in the scene. Until the end of the scene, when you make a test to leverage this motivation against the target, you can raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Close the Case|Close the Case]], [[Agent#Sleuth&#039;s Instincts|Sleuth&#039;s Instincts]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Analysis ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Watchful Eye|Watchful Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your mind quickly files and organizes data, and you swiftly act on that information while under pressure.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make cognitive tests via the following actions: Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Gather Evidence|Gather Evidence]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sleuth’s Instincts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When cracking mysteries, you know that “why” can be as important as “who” or “how.” Once you understand motivations, other details easily fall into place.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an advantage on cognitive tests against a character whose motivation you know; you might learn this motivation from the [[Agent#Get &#039;Em Talking|Get &#039;Em Talking]] talent, or from other activities such as researching them.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, after a character whose motivation you know lies to you, you automatically know they’re being deceitful (but not the nature of their lie).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Watchful Eye ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Allies can be an asset or a liability, so you keep an eye on them for their protection and yours.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a willing ally you can influence within 20 feet of you rolls a plot die, you can use this reaction to use [[Agent#Opportunist (Agent Talent)|Opportunity]] on that plot die as if it were your own.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Quick Analysis|Quick Analysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rebel ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Training ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Defiant Glare|Defiant Glare]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve been trained in the basics of weaponry and elementary battle tactics.&#039;&#039;&lt;br /&gt;
Once per round, when you miss on a weapon attack, you can graze one target without spending focus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a weapon expertise and an armor expertise of your choice, and gain a cultural expertise in Military Life.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Merciless|Merciless]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Defiant Glare ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&lt;br /&gt;
&#039;&#039;The spark of rebellion burns bright in you, undermining your enemy’s authority and wearing them down.&#039;&#039;&lt;br /&gt;
Spend 2 focus to make an Insight test against the Spiritual defense of a character you can influence. On a success, if your target wasn’t already Exhausted, they become Exhausted [−2].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Leverage Dissent ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Raise the Banner|Raise the Banner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your voice is clear through the commotion of a crowd, convincing others to rise up and take action.&#039;&#039;&lt;br /&gt;
When you roll a Complication on the plot die, add your ranks in Leadership to the bonus you receive.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Public Speaking.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Martyr&#039;s Boon|Martyr&#039;s Boon]], [[Agent#Through the Grapevine|Through the Grapevine]]&amp;lt;bR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Martyr’s Boon ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 3+; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When your enemies harm you, your inspiring presence sparks indignation in others. In a rush of fervor, they find renewed purpose to keep fighting the good fight.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, after an enemy hits you with an attack, choose a number of allies you can influence up to your ranks in Leadership. These allies gain a Reaction, which they can only use to gain the benefits of the Recover action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Merciless ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite: [[Agent#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;It’s time to make good on your threats. Your enemy never cared for a fair fight, so this time, you’ll play by their rules.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an advantage on attack tests against targets who are Exhausted, Immobilized, or Restrained.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Raise the Banner ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Agent#True Grit|True Grit]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;United under a momentous cause, you inspire your fellow insurgents by deftly supporting them in time of need.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Aid reaction on an ally, they recover 1 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Through the Grapevine ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With connections in high and low places, you gather information and reinforcements that could prove invaluable to your cause.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After a long rest, you can make an Insight test to collect information about a person or group of your choosing. The GM sets the DC based on how secretive and obscure your subject is. On a success, the GM shares two pieces of information that are true. On a failure, the GM shares two pieces of information, one true and the other false, without identifying which is which.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Grit ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 1+: [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You thrive amid chaos. When others would be flustered by unexpected problems, you press on with renewed focus.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you or an ally within 20 feet of you gain a Complication, you recover 1 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Raise the Banner|Raise the Banner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spy ==&lt;br /&gt;
&lt;br /&gt;
=== Collected ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Sure Outcome|Sure Outcome]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You remain mindful of your immediate goals without losing sight of your deeper value, keeping you even-keeled amid chaos.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cover Story ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Plausible Excuse|Plausible Excuse]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;By spinning vague rumors into popular gossip, you’ve created a false identity to inhabit.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you put the finishing touches on a false identity for yourself. Discuss the details of this identity with your GM, including which&lt;br /&gt;
communities you use this identity to move through and what its reputation is within those communities.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a cultural expertise relevant to your false identity’s culture.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#High Society Contacts|High Society Contacts]], [[Agent#Mighty|Mighty]], [[Agent#Subtle Takedown|Subtle Takedown]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High Society Contacts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a patron who is part of high&lt;br /&gt;
society; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your patron’s name opens doors for you, even in unfamiliar places. By invoking their name or network in the right context, you can expand your influence even further.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make a test to interact socially in high society, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a cultural expertise in High Society.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mercurial Facade ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deception 3+; [[Agent#Subtle Takedown|Subtle Takedown]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know poise is essential to any disguise, and you can change your perceived persona simply by altering your gait and presence.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you attempt to disguise yourself, you can useDeception instead of Thievery. You can do this even if you don’t have supplies for a physical disguise.&amp;lt;br&amp;gt;&lt;br /&gt;
The first character who sees through your disguise, or who you choose to surprise by revealing your identity, becomes Surprised until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mighty ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You deliver your swings, punches, and kicks with practiced efficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit with a weapon or unarmed attack, for each you used on that attack’s action, increase the damage you deal by 1 + your tier. For example, if you’re level 6 and you make an attack that costs , each deals an extra 1 + 2 damage, for a total of 6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Plausible Excuse ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deception 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Years of covert operations have taught you to dissemble on the spot, concocting a reasonable excuse for the most incriminating of behavior.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you are discovered while hiding or otherwise skulking about, you can use this reaction and spend 2 focus to pass yourself off as doing something innocent.&amp;lt;br&amp;gt;&lt;br /&gt;
You influence each character who can sense you to believe your excuse.&amp;lt;br&amp;gt;&lt;br /&gt;
A character can resist this influence, but after they do, they lose additional focus equal to your ranks in Deception.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Sleight of Hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Subtle Takedown ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You swiftly strike at your target’s throat, knees, or another vulnerable area. Before the target can cry out, they are silenced.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make an unarmed attack using Insight against the Cognitive defense of a character who is Surprised, doesn’t sense you, or doesn’t view you as a threat (such as if you’re disguised). The target must be your size or smaller. Raise the stakes on this attack test. On a hit, the target also can’t communicate until the end of their next turn. Also on a hit, you can spend an Opportunity to Grapple them as a Free Action, automatically succeeding on your test; while Restrained by this grapple, they are also Prone.&amp;lt;bR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Mercurial Facade|Mercurial Facade]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sure Outcome ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The best gamble is one that secretly isn’t a gamble at all. Your insight sometimes reveals that seemingly random events are part of someone’s plan.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], instead of&lt;br /&gt;
rerolling the plot die, you can spend 2 focus to flip it to a specific result. If the die was showing an Opportunity, flip it to Complication-4. If it was showing any Complication, flip it to Opportunity.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thief ==&lt;br /&gt;
&lt;br /&gt;
=== Cheap Shot ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know exactly where to strike to leave your foe reeling in pain. Some might not view it as sporting, but it certainly works.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you have a hand free, spend 1 focus to make an unarmed attack using Thievery against the Cognitive defense of an enemy of your size or smaller, raising the stakes when you do. On a hit, the target also becomes Stunned until the end of their next turn. On a hit or graze, you can also spend an Opportunity to steal one item on the target’s person that they aren’t holding or wielding. The exact item you can steal is up to the GM’s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Double Down ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Risky Behavior|Risky Behavior]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you decide to take a risk, you commit fully in pursuit of the greatest reward.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], you can reroll the die one additional time. You must use this final result, and if it includes a Complication, you lose 2 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Fast Talker|Fast Talker]], [[Agent#Underworld Contacts|Underworld Contacts]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fast Talker ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Double Down|Double Down]]&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Speaking quickly gets you out of trouble as often as it gets you into it, and you never miss a chance to get a word in edgewise.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make spiritual skill tests via the following actions:&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Risky Behavior ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;You know that risk and reward are inseparable traveling companions, and you love seeing where this pair takes you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make a test, you can spend 1 focus to raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;[[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadow Step ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Thievery 3+; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know every con artist’s trick for avoiding comeuppance, and you can slip from sight with ease.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you Disengage, you can spend 2 focus to make a Thievery test and compare the result against the Cognitive defense of each enemy who can sense you. You gain an advantage on this test if you’re in cover or an area where your target’s primary sense is obscured (such as darkness).&amp;lt;br&amp;gt;&lt;br /&gt;
If you succeed against an enemy, you’re hidden as if you’d succeeded on a Stealth test to hide from them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Surefooted ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cheap Shot|Cheap Shot]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You move through treacherous terrain with confidence and speed.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your movement rate by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Shadow Step|Shadow Step]], [[Agent#Trickster&#039;s Hand|Trickster&#039;s Hand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trickster’s Hand ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Thievery 3+; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You execute your acts of skulduggery with such subtlety and dexterity that your marks struggle to follow.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make physical skill tests via the following actions:&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Underworld Contacts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a patron or follower who is&lt;br /&gt;
a member of the criminal underworld; [[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you travel in circles of ill repute, your patron or follower’s name carries remarkable weight.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make a test to interact socially with criminal individuals or groups, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Criminal Groups.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Agent&amp;diff=4823</id>
		<title>Agent</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Agent&amp;diff=4823"/>
		<updated>2026-09-25T20:22:17Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Subtle Takedown */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Agent =&lt;br /&gt;
Artists of duplicity and sabotage, Agents grasp the threads of fate in the palms of their hands, waiting for the perfect moment to pull and unravel the carefully laid plans of others. Agents can fool even the most prudent with their clever ruses, swift movements, and calculated strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Insight.&#039;&#039;&#039; If you choose Agent as your starting path, gain a free skill rank in Insight.&lt;br /&gt;
&lt;br /&gt;
[[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&lt;br /&gt;
&lt;br /&gt;
=== Opportunist (Agent Talent) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You instinctively sense moments of consequence. In these moments where the scale teeters between disaster and glory, you can push yourself—and your luck—to tip the outcome in your favor.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, when you roll a plot die, you can reroll that result. The original roll has no effect and you must use the new result.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Agent#Get &#039;Em Talking|Get &#039;Em Talking]] &amp;amp; [[Agent#Watchful Eye|Watchful Eye]]  ([[Agent#Investigator|Investigator]])&lt;br /&gt;
*[[Agent #Defiant Glare|Defiant Glare]] &amp;amp; [[Agent#True Grit|True Grit]] ([[Agent#Rebel|Rebel]])&lt;br /&gt;
*[[Agent#Sure Outcome|Sure Outcome]] &amp;amp; [[Agent#Plausible Excuse|Plausible Excuse]] ([[Agent#Spy|Spy]])&lt;br /&gt;
*[[Agent#Risky Behavior|Risky Behavior]] &amp;amp; [[Agent#Cheap Shot|Cheap Shot]] ([[Agent#Thief|Thief]])&lt;br /&gt;
&lt;br /&gt;
== Investigator ==&lt;br /&gt;
&lt;br /&gt;
=== Baleful ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Get &#039;Em Talking|Get &#039;Em Talking]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a severe stare, you crack the resolve of all but the most composed adversaries.&#039;&#039;&lt;br /&gt;
To resist your influence, a character must spend additional focus equal to your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Close the Case ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 3 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve compiled information on your target’s motive and circumstances. Now, by pressing on your target’s desires, weaknesses, or guilt, you can convince them to back down.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, spend 3 focus to make a Deduction test against the Cognitive defense of a character you can influence. You gain an advantage on this test if you know the target’s current motivation, and a disadvantage if you don’t.&amp;lt;br&amp;gt;&lt;br /&gt;
On a failure, the target gains an advantage on all tests against you until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
On a success, you influence the target to back down. They stop opposing your immediate aims in this scene and might even leave the scene. A target can resist this influence, but after they do, they gain a disadvantage on all tests until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gather Evidence ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Quick Analysis|Quick Analysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
Observing clues in your environment, you slowly but surely build a mental model of the mysteries before you.&amp;lt;br&amp;gt;&lt;br /&gt;
After you succeed on a cognitive test against another character, you become Focused until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Legal Codes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Get ’Em Talking ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a leading question or cutting remark, you goad others into revealing their motives.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a Deduction test against the Spiritual defense of a character you can influence. On a success, you learn the target’s motivation for being in the scene. Until the end of the scene, when you make a test to leverage this motivation against the target, you can raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Close the Case|Close the Case]], [[Agent#Sleuth&#039;s Instincts|Sleuth&#039;s Instincts]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Analysis ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Watchful Eye|Watchful Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your mind quickly files and organizes data, and you swiftly act on that information while under pressure.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make cognitive tests via the following actions: Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Gather Evidence|Gather Evidence]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sleuth’s Instincts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When cracking mysteries, you know that “why” can be as important as “who” or “how.” Once you understand motivations, other details easily fall into place.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an advantage on cognitive tests against a character whose motivation you know; you might learn this motivation from the [[Agent#Get &#039;Em Talking|Get &#039;Em Talking]] talent, or from other activities such as researching them.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, after a character whose motivation you know lies to you, you automatically know they’re being deceitful (but not the nature of their lie).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Watchful Eye ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Allies can be an asset or a liability, so you keep an eye on them for their protection and yours.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a willing ally you can influence within 20 feet of you rolls a plot die, you can use this reaction to use [[Agent#Opportunist (Agent Talent)|Opportunity]] on that plot die as if it were your own.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Quick Analysis|Quick Analysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rebel ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Training ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Defiant Glare|Defiant Glare]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve been trained in the basics of weaponry and elementary battle tactics.&#039;&#039;&lt;br /&gt;
Once per round, when you miss on a weapon attack, you can graze one target without spending focus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a weapon expertise and an armor expertise of your choice, and gain a cultural expertise in Military Life.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Merciless|Merciless]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Defiant Glare ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&lt;br /&gt;
&#039;&#039;The spark of rebellion burns bright in you, undermining your enemy’s authority and wearing them down.&#039;&#039;&lt;br /&gt;
Spend 2 focus to make an Insight test against the Spiritual defense of a character you can influence. On a success, if your target wasn’t already Exhausted, they become Exhausted [−2].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Leverage Dissent ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Raise the Banner|Raise the Banner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your voice is clear through the commotion of a crowd, convincing others to rise up and take action.&#039;&#039;&lt;br /&gt;
When you roll a Complication on the plot die, add your ranks in Leadership to the bonus you receive.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Public Speaking.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Martyr&#039;s Boon|Martyr&#039;s Boon]], [[Agent#Through the Grapevine|Through the Grapevine]]&amp;lt;bR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Martyr’s Boon ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 3+; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When your enemies harm you, your inspiring presence sparks indignation in others. In a rush of fervor, they find renewed purpose to keep fighting the good fight.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, after an enemy hits you with an attack, choose a number of allies you can influence up to your ranks in Leadership. These allies gain a Reaction, which they can only use to gain the benefits of the Recover action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Merciless ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite: [[Agent#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;It’s time to make good on your threats. Your enemy never cared for a fair fight, so this time, you’ll play by their rules.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an advantage on attack tests against targets who are Exhausted, Immobilized, or Restrained.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Raise the Banner ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Agent#True Grit|True Grit]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;United under a momentous cause, you inspire your fellow insurgents by deftly supporting them in time of need.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Aid reaction on an ally, they recover 1 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Through the Grapevine ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With connections in high and low places, you gather information and reinforcements that could prove invaluable to your cause.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After a long rest, you can make an Insight test to collect information about a person or group of your choosing. The GM sets the DC based on how secretive and obscure your subject is. On a success, the GM shares two pieces of information that are true. On a failure, the GM shares two pieces of information, one true and the other false, without identifying which is which.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Grit ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 1+: [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You thrive amid chaos. When others would be flustered by unexpected problems, you press on with renewed focus.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you or an ally within 20 feet of you gain a Complication, you recover 1 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Raise the Banner|Raise the Banner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spy ==&lt;br /&gt;
&lt;br /&gt;
=== Collected ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Sure Outcome|Sure Outcome]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You remain mindful of your immediate goals without losing sight of your deeper value, keeping you even-keeled amid chaos.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cover Story ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Plausible Excuse|Plausible Excuse]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;By spinning vague rumors into popular gossip, you’ve created a false identity to inhabit.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you put the finishing touches on a false identity for yourself. Discuss the details of this identity with your GM, including which&lt;br /&gt;
communities you use this identity to move through and what its reputation is within those communities.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a cultural expertise relevant to your false identity’s culture.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#High Society Contacts|High Society Contacts]], [[Agent#Mighty|Mighty]], [[Agent#Subtle Takedown|Subtle Takedown]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High Society Contacts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a patron who is part of high&lt;br /&gt;
society; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your patron’s name opens doors for you, even in unfamiliar places. By invoking their name or network in the right context, you can expand your influence even further.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make a test to interact socially in high society, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a cultural expertise in High Society.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mercurial Facade ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deception 3+; [[Agent#Subtle Takedown|Subtle Takedown]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know poise is essential to any disguise, and you can change your perceived persona simply by altering your gait and presence.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you attempt to disguise yourself, you can useDeception instead of Thievery. You can do this even if you don’t have supplies for a physical disguise.&amp;lt;br&amp;gt;&lt;br /&gt;
The first character who sees through your disguise, or who you choose to surprise by revealing your identity, becomes Surprised until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mighty ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You deliver your swings, punches, and kicks with practiced efficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit with a weapon or unarmed attack, for each you used on that attack’s action, increase the damage you deal by 1 + your tier. For example, if you’re level 6 and you make an attack that costs , each deals an extra 1 + 2 damage, for a total of 6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Plausible Excuse ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite: Deception 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Years of covert operations have taught you to dissemble on the spot, concocting a reasonable excuse for the most incriminating of behavior.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you are discovered while hiding or otherwise skulking about, you can use this reaction and spend 2 focus to pass yourself off as doing something innocent.&amp;lt;br&amp;gt;&lt;br /&gt;
You influence each character who can sense you to believe your excuse.&amp;lt;br&amp;gt;&lt;br /&gt;
A character can resist this influence, but after they do, they lose additional focus equal to your ranks in Deception.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Sleight of Hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Subtle Takedown ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You swiftly strike at your target’s throat, knees, or another vulnerable area. Before the target can cry out, they are silenced.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make an unarmed attack using Insight against the Cognitive defense of a character who is Surprised, doesn’t sense you, or doesn’t view you as a threat (such as if you’re disguised). The target must be your size or smaller. Raise the stakes on this attack test. On a hit, the target also can’t communicate until the end of their next turn. Also on a hit, you can spend an Opportunity to Grapple them as a Free Action, automatically succeeding on your test; while Restrained by this grapple, they are also Prone.&amp;lt;bR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Mercurial Facade|Mercurial Facade]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sure Outcome ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The best gamble is one that secretly isn’t a gamble at all. Your insight sometimes reveals that seemingly random events are part of someone’s plan.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], instead of&lt;br /&gt;
rerolling the plot die, you can spend 2 focus to flip it to a specific result. If the die was showing an Opportunity, flip it to Complication-4. If it was showing any Complication, flip it to Opportunity.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thief ==&lt;br /&gt;
&lt;br /&gt;
=== Cheap Shot ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know exactly where to strike to leave your foe reeling in pain. Some might not view it as sporting, but it certainly works.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you have a hand free, spend 1 focus to make an unarmed attack using Thievery against the Cognitive defense of an enemy of your size or smaller, raising the stakes when you do. On a hit, the target also becomes Stunned until the end of their next turn. On a hit or graze, you can also spend an Opportunity to steal one item on the target’s person that they aren’t holding or wielding. The exact item you can steal is up to the GM’s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Double Down ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Risky Behavior|Risky Behavior]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you decide to take a risk, you commit fully in pursuit of the greatest reward.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], you can reroll the die one additional time. You must use this final result, and if it includes a Complication, you lose 2 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Fast Talker|Fast Talker]], [[Agent#Underworld Contacts|Underworld Contacts]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fast Talker ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Double Down|Double Down]]&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Speaking quickly gets you out of trouble as often as it gets you into it, and you never miss a chance to get a word in edgewise.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make spiritual skill tests via the following actions:&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Risky Behavior ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;You know that risk and reward are inseparable traveling companions, and you love seeing where this pair takes you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make a test, you can spend 1 focus to raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;[[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadow Step ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Thievery 3+; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know every con artist’s trick for avoiding comeuppance, and you can slip from sight with ease.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you Disengage, you can spend 2 focus to make a Thievery test and compare the result against the Cognitive defense of each enemy who can sense you. You gain an advantage on this test if you’re in cover or an area where your target’s primary sense is obscured (such as darkness).&amp;lt;br&amp;gt;&lt;br /&gt;
If you succeed against an enemy, you’re hidden as if you’d succeeded on a Stealth test to hide from them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Surefooted ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cheap Shot|Cheap Shot]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You move through treacherous terrain with confidence and speed.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your movement rate by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Shadow Step|Shadow Step]], [[Agent#Trickster&#039;s Hand|Trickster&#039;s Hand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trickster’s Hand ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Thievery 3+; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You execute your acts of skulduggery with such subtlety and dexterity that your marks struggle to follow.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make physical skill tests via the following actions:&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Underworld Contacts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a patron or follower who is&lt;br /&gt;
a member of the criminal underworld; [[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you travel in circles of ill repute, your patron or follower’s name carries remarkable weight.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make a test to interact socially with criminal individuals or groups, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Criminal Groups.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Agent&amp;diff=4822</id>
		<title>Agent</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Agent&amp;diff=4822"/>
		<updated>2026-09-25T20:21:54Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Cover Story */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Agent =&lt;br /&gt;
Artists of duplicity and sabotage, Agents grasp the threads of fate in the palms of their hands, waiting for the perfect moment to pull and unravel the carefully laid plans of others. Agents can fool even the most prudent with their clever ruses, swift movements, and calculated strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Insight.&#039;&#039;&#039; If you choose Agent as your starting path, gain a free skill rank in Insight.&lt;br /&gt;
&lt;br /&gt;
[[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&lt;br /&gt;
&lt;br /&gt;
=== Opportunist (Agent Talent) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You instinctively sense moments of consequence. In these moments where the scale teeters between disaster and glory, you can push yourself—and your luck—to tip the outcome in your favor.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, when you roll a plot die, you can reroll that result. The original roll has no effect and you must use the new result.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Agent#Get &#039;Em Talking|Get &#039;Em Talking]] &amp;amp; [[Agent#Watchful Eye|Watchful Eye]]  ([[Agent#Investigator|Investigator]])&lt;br /&gt;
*[[Agent #Defiant Glare|Defiant Glare]] &amp;amp; [[Agent#True Grit|True Grit]] ([[Agent#Rebel|Rebel]])&lt;br /&gt;
*[[Agent#Sure Outcome|Sure Outcome]] &amp;amp; [[Agent#Plausible Excuse|Plausible Excuse]] ([[Agent#Spy|Spy]])&lt;br /&gt;
*[[Agent#Risky Behavior|Risky Behavior]] &amp;amp; [[Agent#Cheap Shot|Cheap Shot]] ([[Agent#Thief|Thief]])&lt;br /&gt;
&lt;br /&gt;
== Investigator ==&lt;br /&gt;
&lt;br /&gt;
=== Baleful ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Get &#039;Em Talking|Get &#039;Em Talking]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a severe stare, you crack the resolve of all but the most composed adversaries.&#039;&#039;&lt;br /&gt;
To resist your influence, a character must spend additional focus equal to your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Close the Case ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 3 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve compiled information on your target’s motive and circumstances. Now, by pressing on your target’s desires, weaknesses, or guilt, you can convince them to back down.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, spend 3 focus to make a Deduction test against the Cognitive defense of a character you can influence. You gain an advantage on this test if you know the target’s current motivation, and a disadvantage if you don’t.&amp;lt;br&amp;gt;&lt;br /&gt;
On a failure, the target gains an advantage on all tests against you until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
On a success, you influence the target to back down. They stop opposing your immediate aims in this scene and might even leave the scene. A target can resist this influence, but after they do, they gain a disadvantage on all tests until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gather Evidence ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Quick Analysis|Quick Analysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
Observing clues in your environment, you slowly but surely build a mental model of the mysteries before you.&amp;lt;br&amp;gt;&lt;br /&gt;
After you succeed on a cognitive test against another character, you become Focused until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Legal Codes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Get ’Em Talking ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a leading question or cutting remark, you goad others into revealing their motives.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a Deduction test against the Spiritual defense of a character you can influence. On a success, you learn the target’s motivation for being in the scene. Until the end of the scene, when you make a test to leverage this motivation against the target, you can raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Close the Case|Close the Case]], [[Agent#Sleuth&#039;s Instincts|Sleuth&#039;s Instincts]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Analysis ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Watchful Eye|Watchful Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your mind quickly files and organizes data, and you swiftly act on that information while under pressure.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make cognitive tests via the following actions: Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Gather Evidence|Gather Evidence]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sleuth’s Instincts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When cracking mysteries, you know that “why” can be as important as “who” or “how.” Once you understand motivations, other details easily fall into place.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an advantage on cognitive tests against a character whose motivation you know; you might learn this motivation from the [[Agent#Get &#039;Em Talking|Get &#039;Em Talking]] talent, or from other activities such as researching them.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, after a character whose motivation you know lies to you, you automatically know they’re being deceitful (but not the nature of their lie).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Watchful Eye ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Allies can be an asset or a liability, so you keep an eye on them for their protection and yours.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a willing ally you can influence within 20 feet of you rolls a plot die, you can use this reaction to use [[Agent#Opportunist (Agent Talent)|Opportunity]] on that plot die as if it were your own.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Quick Analysis|Quick Analysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rebel ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Training ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Defiant Glare|Defiant Glare]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve been trained in the basics of weaponry and elementary battle tactics.&#039;&#039;&lt;br /&gt;
Once per round, when you miss on a weapon attack, you can graze one target without spending focus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a weapon expertise and an armor expertise of your choice, and gain a cultural expertise in Military Life.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Merciless|Merciless]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Defiant Glare ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&lt;br /&gt;
&#039;&#039;The spark of rebellion burns bright in you, undermining your enemy’s authority and wearing them down.&#039;&#039;&lt;br /&gt;
Spend 2 focus to make an Insight test against the Spiritual defense of a character you can influence. On a success, if your target wasn’t already Exhausted, they become Exhausted [−2].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Leverage Dissent ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Raise the Banner|Raise the Banner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your voice is clear through the commotion of a crowd, convincing others to rise up and take action.&#039;&#039;&lt;br /&gt;
When you roll a Complication on the plot die, add your ranks in Leadership to the bonus you receive.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Public Speaking.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Martyr&#039;s Boon|Martyr&#039;s Boon]], [[Agent#Through the Grapevine|Through the Grapevine]]&amp;lt;bR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Martyr’s Boon ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 3+; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When your enemies harm you, your inspiring presence sparks indignation in others. In a rush of fervor, they find renewed purpose to keep fighting the good fight.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, after an enemy hits you with an attack, choose a number of allies you can influence up to your ranks in Leadership. These allies gain a Reaction, which they can only use to gain the benefits of the Recover action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Merciless ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite: [[Agent#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;It’s time to make good on your threats. Your enemy never cared for a fair fight, so this time, you’ll play by their rules.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an advantage on attack tests against targets who are Exhausted, Immobilized, or Restrained.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Raise the Banner ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Agent#True Grit|True Grit]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;United under a momentous cause, you inspire your fellow insurgents by deftly supporting them in time of need.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Aid reaction on an ally, they recover 1 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Through the Grapevine ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With connections in high and low places, you gather information and reinforcements that could prove invaluable to your cause.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After a long rest, you can make an Insight test to collect information about a person or group of your choosing. The GM sets the DC based on how secretive and obscure your subject is. On a success, the GM shares two pieces of information that are true. On a failure, the GM shares two pieces of information, one true and the other false, without identifying which is which.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Grit ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 1+: [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You thrive amid chaos. When others would be flustered by unexpected problems, you press on with renewed focus.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you or an ally within 20 feet of you gain a Complication, you recover 1 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Raise the Banner|Raise the Banner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spy ==&lt;br /&gt;
&lt;br /&gt;
=== Collected ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Sure Outcome|Sure Outcome]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You remain mindful of your immediate goals without losing sight of your deeper value, keeping you even-keeled amid chaos.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cover Story ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Plausible Excuse|Plausible Excuse]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;By spinning vague rumors into popular gossip, you’ve created a false identity to inhabit.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you put the finishing touches on a false identity for yourself. Discuss the details of this identity with your GM, including which&lt;br /&gt;
communities you use this identity to move through and what its reputation is within those communities.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a cultural expertise relevant to your false identity’s culture.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#High Society Contacts|High Society Contacts]], [[Agent#Mighty|Mighty]], [[Agent#Subtle Takedown|Subtle Takedown]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High Society Contacts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a patron who is part of high&lt;br /&gt;
society; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your patron’s name opens doors for you, even in unfamiliar places. By invoking their name or network in the right context, you can expand your influence even further.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make a test to interact socially in high society, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a cultural expertise in High Society.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mercurial Facade ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deception 3+; [[Agent#Subtle Takedown|Subtle Takedown]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know poise is essential to any disguise, and you can change your perceived persona simply by altering your gait and presence.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you attempt to disguise yourself, you can useDeception instead of Thievery. You can do this even if you don’t have supplies for a physical disguise.&amp;lt;br&amp;gt;&lt;br /&gt;
The first character who sees through your disguise, or who you choose to surprise by revealing your identity, becomes Surprised until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mighty ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You deliver your swings, punches, and kicks with practiced efficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit with a weapon or unarmed attack, for each you used on that attack’s action, increase the damage you deal by 1 + your tier. For example, if you’re level 6 and you make an attack that costs , each deals an extra 1 + 2 damage, for a total of 6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Plausible Excuse ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite: Deception 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Years of covert operations have taught you to dissemble on the spot, concocting a reasonable excuse for the most incriminating of behavior.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you are discovered while hiding or otherwise skulking about, you can use this reaction and spend 2 focus to pass yourself off as doing something innocent.&amp;lt;br&amp;gt;&lt;br /&gt;
You influence each character who can sense you to believe your excuse.&amp;lt;br&amp;gt;&lt;br /&gt;
A character can resist this influence, but after they do, they lose additional focus equal to your ranks in Deception.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Sleight of Hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Subtle Takedown ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Cover Story|Cover Story]]&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You swiftly strike at your target’s throat, knees, or another vulnerable area. Before the target can cry out, they are silenced.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make an unarmed attack using Insight against the Cognitive defense of a character who is Surprised, doesn’t sense you, or doesn’t view you as a threat (such as if you’re disguised). The target must be your size or smaller. Raise the stakes on this attack test. On a hit, the target also can’t communicate until the end of their next turn. Also on a hit, you can spend an Opportunity to Grapple them as a Free Action, automatically succeeding on your test; while Restrained by this grapple, they are also Prone.&amp;lt;bR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Mercurial Facade|Mercurial Facade]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sure Outcome ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The best gamble is one that secretly isn’t a gamble at all. Your insight sometimes reveals that seemingly random events are part of someone’s plan.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], instead of&lt;br /&gt;
rerolling the plot die, you can spend 2 focus to flip it to a specific result. If the die was showing an Opportunity, flip it to Complication-4. If it was showing any Complication, flip it to Opportunity.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thief ==&lt;br /&gt;
&lt;br /&gt;
=== Cheap Shot ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know exactly where to strike to leave your foe reeling in pain. Some might not view it as sporting, but it certainly works.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you have a hand free, spend 1 focus to make an unarmed attack using Thievery against the Cognitive defense of an enemy of your size or smaller, raising the stakes when you do. On a hit, the target also becomes Stunned until the end of their next turn. On a hit or graze, you can also spend an Opportunity to steal one item on the target’s person that they aren’t holding or wielding. The exact item you can steal is up to the GM’s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Double Down ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Risky Behavior|Risky Behavior]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you decide to take a risk, you commit fully in pursuit of the greatest reward.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], you can reroll the die one additional time. You must use this final result, and if it includes a Complication, you lose 2 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Fast Talker|Fast Talker]], [[Agent#Underworld Contacts|Underworld Contacts]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fast Talker ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Double Down|Double Down]]&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Speaking quickly gets you out of trouble as often as it gets you into it, and you never miss a chance to get a word in edgewise.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make spiritual skill tests via the following actions:&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Risky Behavior ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;You know that risk and reward are inseparable traveling companions, and you love seeing where this pair takes you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make a test, you can spend 1 focus to raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;[[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadow Step ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Thievery 3+; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know every con artist’s trick for avoiding comeuppance, and you can slip from sight with ease.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you Disengage, you can spend 2 focus to make a Thievery test and compare the result against the Cognitive defense of each enemy who can sense you. You gain an advantage on this test if you’re in cover or an area where your target’s primary sense is obscured (such as darkness).&amp;lt;br&amp;gt;&lt;br /&gt;
If you succeed against an enemy, you’re hidden as if you’d succeeded on a Stealth test to hide from them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Surefooted ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cheap Shot|Cheap Shot]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You move through treacherous terrain with confidence and speed.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your movement rate by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Shadow Step|Shadow Step]], [[Agent#Trickster&#039;s Hand|Trickster&#039;s Hand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trickster’s Hand ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Thievery 3+; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You execute your acts of skulduggery with such subtlety and dexterity that your marks struggle to follow.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make physical skill tests via the following actions:&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Underworld Contacts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a patron or follower who is&lt;br /&gt;
a member of the criminal underworld; [[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you travel in circles of ill repute, your patron or follower’s name carries remarkable weight.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make a test to interact socially with criminal individuals or groups, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Criminal Groups.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Agent&amp;diff=4821</id>
		<title>Agent</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Agent&amp;diff=4821"/>
		<updated>2026-09-25T20:21:35Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Cover Story */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Agent =&lt;br /&gt;
Artists of duplicity and sabotage, Agents grasp the threads of fate in the palms of their hands, waiting for the perfect moment to pull and unravel the carefully laid plans of others. Agents can fool even the most prudent with their clever ruses, swift movements, and calculated strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Insight.&#039;&#039;&#039; If you choose Agent as your starting path, gain a free skill rank in Insight.&lt;br /&gt;
&lt;br /&gt;
[[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&lt;br /&gt;
&lt;br /&gt;
=== Opportunist (Agent Talent) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You instinctively sense moments of consequence. In these moments where the scale teeters between disaster and glory, you can push yourself—and your luck—to tip the outcome in your favor.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, when you roll a plot die, you can reroll that result. The original roll has no effect and you must use the new result.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Agent#Get &#039;Em Talking|Get &#039;Em Talking]] &amp;amp; [[Agent#Watchful Eye|Watchful Eye]]  ([[Agent#Investigator|Investigator]])&lt;br /&gt;
*[[Agent #Defiant Glare|Defiant Glare]] &amp;amp; [[Agent#True Grit|True Grit]] ([[Agent#Rebel|Rebel]])&lt;br /&gt;
*[[Agent#Sure Outcome|Sure Outcome]] &amp;amp; [[Agent#Plausible Excuse|Plausible Excuse]] ([[Agent#Spy|Spy]])&lt;br /&gt;
*[[Agent#Risky Behavior|Risky Behavior]] &amp;amp; [[Agent#Cheap Shot|Cheap Shot]] ([[Agent#Thief|Thief]])&lt;br /&gt;
&lt;br /&gt;
== Investigator ==&lt;br /&gt;
&lt;br /&gt;
=== Baleful ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Get &#039;Em Talking|Get &#039;Em Talking]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a severe stare, you crack the resolve of all but the most composed adversaries.&#039;&#039;&lt;br /&gt;
To resist your influence, a character must spend additional focus equal to your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Close the Case ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 3 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve compiled information on your target’s motive and circumstances. Now, by pressing on your target’s desires, weaknesses, or guilt, you can convince them to back down.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, spend 3 focus to make a Deduction test against the Cognitive defense of a character you can influence. You gain an advantage on this test if you know the target’s current motivation, and a disadvantage if you don’t.&amp;lt;br&amp;gt;&lt;br /&gt;
On a failure, the target gains an advantage on all tests against you until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
On a success, you influence the target to back down. They stop opposing your immediate aims in this scene and might even leave the scene. A target can resist this influence, but after they do, they gain a disadvantage on all tests until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gather Evidence ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Quick Analysis|Quick Analysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
Observing clues in your environment, you slowly but surely build a mental model of the mysteries before you.&amp;lt;br&amp;gt;&lt;br /&gt;
After you succeed on a cognitive test against another character, you become Focused until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Legal Codes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Get ’Em Talking ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a leading question or cutting remark, you goad others into revealing their motives.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a Deduction test against the Spiritual defense of a character you can influence. On a success, you learn the target’s motivation for being in the scene. Until the end of the scene, when you make a test to leverage this motivation against the target, you can raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Close the Case|Close the Case]], [[Agent#Sleuth&#039;s Instincts|Sleuth&#039;s Instincts]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Analysis ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Watchful Eye|Watchful Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your mind quickly files and organizes data, and you swiftly act on that information while under pressure.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make cognitive tests via the following actions: Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Gather Evidence|Gather Evidence]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sleuth’s Instincts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When cracking mysteries, you know that “why” can be as important as “who” or “how.” Once you understand motivations, other details easily fall into place.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an advantage on cognitive tests against a character whose motivation you know; you might learn this motivation from the [[Agent#Get &#039;Em Talking|Get &#039;Em Talking]] talent, or from other activities such as researching them.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, after a character whose motivation you know lies to you, you automatically know they’re being deceitful (but not the nature of their lie).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Watchful Eye ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Allies can be an asset or a liability, so you keep an eye on them for their protection and yours.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a willing ally you can influence within 20 feet of you rolls a plot die, you can use this reaction to use [[Agent#Opportunist (Agent Talent)|Opportunity]] on that plot die as if it were your own.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Quick Analysis|Quick Analysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rebel ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Training ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Defiant Glare|Defiant Glare]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve been trained in the basics of weaponry and elementary battle tactics.&#039;&#039;&lt;br /&gt;
Once per round, when you miss on a weapon attack, you can graze one target without spending focus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a weapon expertise and an armor expertise of your choice, and gain a cultural expertise in Military Life.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Merciless|Merciless]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Defiant Glare ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&lt;br /&gt;
&#039;&#039;The spark of rebellion burns bright in you, undermining your enemy’s authority and wearing them down.&#039;&#039;&lt;br /&gt;
Spend 2 focus to make an Insight test against the Spiritual defense of a character you can influence. On a success, if your target wasn’t already Exhausted, they become Exhausted [−2].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Leverage Dissent ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Raise the Banner|Raise the Banner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your voice is clear through the commotion of a crowd, convincing others to rise up and take action.&#039;&#039;&lt;br /&gt;
When you roll a Complication on the plot die, add your ranks in Leadership to the bonus you receive.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Public Speaking.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Martyr&#039;s Boon|Martyr&#039;s Boon]], [[Agent#Through the Grapevine|Through the Grapevine]]&amp;lt;bR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Martyr’s Boon ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 3+; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When your enemies harm you, your inspiring presence sparks indignation in others. In a rush of fervor, they find renewed purpose to keep fighting the good fight.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, after an enemy hits you with an attack, choose a number of allies you can influence up to your ranks in Leadership. These allies gain a Reaction, which they can only use to gain the benefits of the Recover action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Merciless ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite: [[Agent#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;It’s time to make good on your threats. Your enemy never cared for a fair fight, so this time, you’ll play by their rules.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an advantage on attack tests against targets who are Exhausted, Immobilized, or Restrained.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Raise the Banner ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Agent#True Grit|True Grit]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;United under a momentous cause, you inspire your fellow insurgents by deftly supporting them in time of need.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Aid reaction on an ally, they recover 1 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Through the Grapevine ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With connections in high and low places, you gather information and reinforcements that could prove invaluable to your cause.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After a long rest, you can make an Insight test to collect information about a person or group of your choosing. The GM sets the DC based on how secretive and obscure your subject is. On a success, the GM shares two pieces of information that are true. On a failure, the GM shares two pieces of information, one true and the other false, without identifying which is which.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Grit ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 1+: [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You thrive amid chaos. When others would be flustered by unexpected problems, you press on with renewed focus.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you or an ally within 20 feet of you gain a Complication, you recover 1 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Raise the Banner|Raise the Banner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spy ==&lt;br /&gt;
&lt;br /&gt;
=== Collected ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Sure Outcome|Sure Outcome]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You remain mindful of your immediate goals without losing sight of your deeper value, keeping you even-keeled amid chaos.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cover Story ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Plausible Excuse|Plausible Excuse]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;By spinning vague rumors into popular gossip, you’ve created a false identity to inhabit.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you put the finishing touches on a false identity for yourself. Discuss the details of this identity with your GM, including which&lt;br /&gt;
communities you use this identity to move through and what its reputation is within those communities.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a cultural expertise relevant to your false identity’s culture.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#High Society Contacts|High Society Contacts]], [[Agents#Mighty|Mighty]], [[Agent#Subtle Takedown|Subtle Takedown]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High Society Contacts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a patron who is part of high&lt;br /&gt;
society; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your patron’s name opens doors for you, even in unfamiliar places. By invoking their name or network in the right context, you can expand your influence even further.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make a test to interact socially in high society, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a cultural expertise in High Society.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mercurial Facade ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deception 3+; [[Agent#Subtle Takedown|Subtle Takedown]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know poise is essential to any disguise, and you can change your perceived persona simply by altering your gait and presence.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you attempt to disguise yourself, you can useDeception instead of Thievery. You can do this even if you don’t have supplies for a physical disguise.&amp;lt;br&amp;gt;&lt;br /&gt;
The first character who sees through your disguise, or who you choose to surprise by revealing your identity, becomes Surprised until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mighty ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You deliver your swings, punches, and kicks with practiced efficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit with a weapon or unarmed attack, for each you used on that attack’s action, increase the damage you deal by 1 + your tier. For example, if you’re level 6 and you make an attack that costs , each deals an extra 1 + 2 damage, for a total of 6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Plausible Excuse ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite: Deception 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Years of covert operations have taught you to dissemble on the spot, concocting a reasonable excuse for the most incriminating of behavior.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you are discovered while hiding or otherwise skulking about, you can use this reaction and spend 2 focus to pass yourself off as doing something innocent.&amp;lt;br&amp;gt;&lt;br /&gt;
You influence each character who can sense you to believe your excuse.&amp;lt;br&amp;gt;&lt;br /&gt;
A character can resist this influence, but after they do, they lose additional focus equal to your ranks in Deception.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Sleight of Hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Subtle Takedown ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Cover Story|Cover Story]]&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You swiftly strike at your target’s throat, knees, or another vulnerable area. Before the target can cry out, they are silenced.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make an unarmed attack using Insight against the Cognitive defense of a character who is Surprised, doesn’t sense you, or doesn’t view you as a threat (such as if you’re disguised). The target must be your size or smaller. Raise the stakes on this attack test. On a hit, the target also can’t communicate until the end of their next turn. Also on a hit, you can spend an Opportunity to Grapple them as a Free Action, automatically succeeding on your test; while Restrained by this grapple, they are also Prone.&amp;lt;bR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Mercurial Facade|Mercurial Facade]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sure Outcome ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The best gamble is one that secretly isn’t a gamble at all. Your insight sometimes reveals that seemingly random events are part of someone’s plan.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], instead of&lt;br /&gt;
rerolling the plot die, you can spend 2 focus to flip it to a specific result. If the die was showing an Opportunity, flip it to Complication-4. If it was showing any Complication, flip it to Opportunity.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thief ==&lt;br /&gt;
&lt;br /&gt;
=== Cheap Shot ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know exactly where to strike to leave your foe reeling in pain. Some might not view it as sporting, but it certainly works.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you have a hand free, spend 1 focus to make an unarmed attack using Thievery against the Cognitive defense of an enemy of your size or smaller, raising the stakes when you do. On a hit, the target also becomes Stunned until the end of their next turn. On a hit or graze, you can also spend an Opportunity to steal one item on the target’s person that they aren’t holding or wielding. The exact item you can steal is up to the GM’s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Double Down ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Risky Behavior|Risky Behavior]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you decide to take a risk, you commit fully in pursuit of the greatest reward.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], you can reroll the die one additional time. You must use this final result, and if it includes a Complication, you lose 2 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Fast Talker|Fast Talker]], [[Agent#Underworld Contacts|Underworld Contacts]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fast Talker ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Double Down|Double Down]]&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Speaking quickly gets you out of trouble as often as it gets you into it, and you never miss a chance to get a word in edgewise.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make spiritual skill tests via the following actions:&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Risky Behavior ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;You know that risk and reward are inseparable traveling companions, and you love seeing where this pair takes you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make a test, you can spend 1 focus to raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;[[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadow Step ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Thievery 3+; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know every con artist’s trick for avoiding comeuppance, and you can slip from sight with ease.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you Disengage, you can spend 2 focus to make a Thievery test and compare the result against the Cognitive defense of each enemy who can sense you. You gain an advantage on this test if you’re in cover or an area where your target’s primary sense is obscured (such as darkness).&amp;lt;br&amp;gt;&lt;br /&gt;
If you succeed against an enemy, you’re hidden as if you’d succeeded on a Stealth test to hide from them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Surefooted ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cheap Shot|Cheap Shot]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You move through treacherous terrain with confidence and speed.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your movement rate by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Shadow Step|Shadow Step]], [[Agent#Trickster&#039;s Hand|Trickster&#039;s Hand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trickster’s Hand ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Thievery 3+; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You execute your acts of skulduggery with such subtlety and dexterity that your marks struggle to follow.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make physical skill tests via the following actions:&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Underworld Contacts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a patron or follower who is&lt;br /&gt;
a member of the criminal underworld; [[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you travel in circles of ill repute, your patron or follower’s name carries remarkable weight.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make a test to interact socially with criminal individuals or groups, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Criminal Groups.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Agent&amp;diff=4820</id>
		<title>Agent</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Agent&amp;diff=4820"/>
		<updated>2026-09-25T20:21:26Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Cover Story */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Agent =&lt;br /&gt;
Artists of duplicity and sabotage, Agents grasp the threads of fate in the palms of their hands, waiting for the perfect moment to pull and unravel the carefully laid plans of others. Agents can fool even the most prudent with their clever ruses, swift movements, and calculated strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Insight.&#039;&#039;&#039; If you choose Agent as your starting path, gain a free skill rank in Insight.&lt;br /&gt;
&lt;br /&gt;
[[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&lt;br /&gt;
&lt;br /&gt;
=== Opportunist (Agent Talent) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You instinctively sense moments of consequence. In these moments where the scale teeters between disaster and glory, you can push yourself—and your luck—to tip the outcome in your favor.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, when you roll a plot die, you can reroll that result. The original roll has no effect and you must use the new result.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Agent#Get &#039;Em Talking|Get &#039;Em Talking]] &amp;amp; [[Agent#Watchful Eye|Watchful Eye]]  ([[Agent#Investigator|Investigator]])&lt;br /&gt;
*[[Agent #Defiant Glare|Defiant Glare]] &amp;amp; [[Agent#True Grit|True Grit]] ([[Agent#Rebel|Rebel]])&lt;br /&gt;
*[[Agent#Sure Outcome|Sure Outcome]] &amp;amp; [[Agent#Plausible Excuse|Plausible Excuse]] ([[Agent#Spy|Spy]])&lt;br /&gt;
*[[Agent#Risky Behavior|Risky Behavior]] &amp;amp; [[Agent#Cheap Shot|Cheap Shot]] ([[Agent#Thief|Thief]])&lt;br /&gt;
&lt;br /&gt;
== Investigator ==&lt;br /&gt;
&lt;br /&gt;
=== Baleful ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Get &#039;Em Talking|Get &#039;Em Talking]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a severe stare, you crack the resolve of all but the most composed adversaries.&#039;&#039;&lt;br /&gt;
To resist your influence, a character must spend additional focus equal to your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Close the Case ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 3 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve compiled information on your target’s motive and circumstances. Now, by pressing on your target’s desires, weaknesses, or guilt, you can convince them to back down.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, spend 3 focus to make a Deduction test against the Cognitive defense of a character you can influence. You gain an advantage on this test if you know the target’s current motivation, and a disadvantage if you don’t.&amp;lt;br&amp;gt;&lt;br /&gt;
On a failure, the target gains an advantage on all tests against you until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
On a success, you influence the target to back down. They stop opposing your immediate aims in this scene and might even leave the scene. A target can resist this influence, but after they do, they gain a disadvantage on all tests until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gather Evidence ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Quick Analysis|Quick Analysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
Observing clues in your environment, you slowly but surely build a mental model of the mysteries before you.&amp;lt;br&amp;gt;&lt;br /&gt;
After you succeed on a cognitive test against another character, you become Focused until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Legal Codes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Get ’Em Talking ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a leading question or cutting remark, you goad others into revealing their motives.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a Deduction test against the Spiritual defense of a character you can influence. On a success, you learn the target’s motivation for being in the scene. Until the end of the scene, when you make a test to leverage this motivation against the target, you can raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Close the Case|Close the Case]], [[Agent#Sleuth&#039;s Instincts|Sleuth&#039;s Instincts]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Analysis ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Watchful Eye|Watchful Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your mind quickly files and organizes data, and you swiftly act on that information while under pressure.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make cognitive tests via the following actions: Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Gather Evidence|Gather Evidence]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sleuth’s Instincts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When cracking mysteries, you know that “why” can be as important as “who” or “how.” Once you understand motivations, other details easily fall into place.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an advantage on cognitive tests against a character whose motivation you know; you might learn this motivation from the [[Agent#Get &#039;Em Talking|Get &#039;Em Talking]] talent, or from other activities such as researching them.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, after a character whose motivation you know lies to you, you automatically know they’re being deceitful (but not the nature of their lie).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Watchful Eye ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Allies can be an asset or a liability, so you keep an eye on them for their protection and yours.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a willing ally you can influence within 20 feet of you rolls a plot die, you can use this reaction to use [[Agent#Opportunist (Agent Talent)|Opportunity]] on that plot die as if it were your own.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Quick Analysis|Quick Analysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rebel ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Training ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Defiant Glare|Defiant Glare]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve been trained in the basics of weaponry and elementary battle tactics.&#039;&#039;&lt;br /&gt;
Once per round, when you miss on a weapon attack, you can graze one target without spending focus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a weapon expertise and an armor expertise of your choice, and gain a cultural expertise in Military Life.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Merciless|Merciless]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Defiant Glare ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&lt;br /&gt;
&#039;&#039;The spark of rebellion burns bright in you, undermining your enemy’s authority and wearing them down.&#039;&#039;&lt;br /&gt;
Spend 2 focus to make an Insight test against the Spiritual defense of a character you can influence. On a success, if your target wasn’t already Exhausted, they become Exhausted [−2].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Leverage Dissent ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Raise the Banner|Raise the Banner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your voice is clear through the commotion of a crowd, convincing others to rise up and take action.&#039;&#039;&lt;br /&gt;
When you roll a Complication on the plot die, add your ranks in Leadership to the bonus you receive.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Public Speaking.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Martyr&#039;s Boon|Martyr&#039;s Boon]], [[Agent#Through the Grapevine|Through the Grapevine]]&amp;lt;bR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Martyr’s Boon ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 3+; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When your enemies harm you, your inspiring presence sparks indignation in others. In a rush of fervor, they find renewed purpose to keep fighting the good fight.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, after an enemy hits you with an attack, choose a number of allies you can influence up to your ranks in Leadership. These allies gain a Reaction, which they can only use to gain the benefits of the Recover action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Merciless ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite: [[Agent#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;It’s time to make good on your threats. Your enemy never cared for a fair fight, so this time, you’ll play by their rules.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an advantage on attack tests against targets who are Exhausted, Immobilized, or Restrained.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Raise the Banner ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Agent#True Grit|True Grit]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;United under a momentous cause, you inspire your fellow insurgents by deftly supporting them in time of need.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Aid reaction on an ally, they recover 1 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Through the Grapevine ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With connections in high and low places, you gather information and reinforcements that could prove invaluable to your cause.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After a long rest, you can make an Insight test to collect information about a person or group of your choosing. The GM sets the DC based on how secretive and obscure your subject is. On a success, the GM shares two pieces of information that are true. On a failure, the GM shares two pieces of information, one true and the other false, without identifying which is which.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Grit ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 1+: [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You thrive amid chaos. When others would be flustered by unexpected problems, you press on with renewed focus.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you or an ally within 20 feet of you gain a Complication, you recover 1 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Raise the Banner|Raise the Banner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spy ==&lt;br /&gt;
&lt;br /&gt;
=== Collected ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Sure Outcome|Sure Outcome]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You remain mindful of your immediate goals without losing sight of your deeper value, keeping you even-keeled amid chaos.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cover Story ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Plausible Excuse|Plausible Excuse]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;By spinning vague rumors into popular gossip, you’ve created a false identity to inhabit.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you put the finishing touches on a false identity for yourself. Discuss the details of this identity with your GM, including which&lt;br /&gt;
communities you use this identity to move through and what its reputation is within those communities.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a cultural expertise relevant to your false identity’s culture.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#High Society Contacts|High Society Contacts]], [[Agent#Mighty|Mighty]], [[Agent#Subtle Takedown|Subtle Takedown]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High Society Contacts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a patron who is part of high&lt;br /&gt;
society; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your patron’s name opens doors for you, even in unfamiliar places. By invoking their name or network in the right context, you can expand your influence even further.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make a test to interact socially in high society, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a cultural expertise in High Society.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mercurial Facade ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deception 3+; [[Agent#Subtle Takedown|Subtle Takedown]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know poise is essential to any disguise, and you can change your perceived persona simply by altering your gait and presence.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you attempt to disguise yourself, you can useDeception instead of Thievery. You can do this even if you don’t have supplies for a physical disguise.&amp;lt;br&amp;gt;&lt;br /&gt;
The first character who sees through your disguise, or who you choose to surprise by revealing your identity, becomes Surprised until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mighty ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You deliver your swings, punches, and kicks with practiced efficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit with a weapon or unarmed attack, for each you used on that attack’s action, increase the damage you deal by 1 + your tier. For example, if you’re level 6 and you make an attack that costs , each deals an extra 1 + 2 damage, for a total of 6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Plausible Excuse ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite: Deception 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Years of covert operations have taught you to dissemble on the spot, concocting a reasonable excuse for the most incriminating of behavior.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you are discovered while hiding or otherwise skulking about, you can use this reaction and spend 2 focus to pass yourself off as doing something innocent.&amp;lt;br&amp;gt;&lt;br /&gt;
You influence each character who can sense you to believe your excuse.&amp;lt;br&amp;gt;&lt;br /&gt;
A character can resist this influence, but after they do, they lose additional focus equal to your ranks in Deception.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Sleight of Hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Subtle Takedown ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Cover Story|Cover Story]]&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You swiftly strike at your target’s throat, knees, or another vulnerable area. Before the target can cry out, they are silenced.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make an unarmed attack using Insight against the Cognitive defense of a character who is Surprised, doesn’t sense you, or doesn’t view you as a threat (such as if you’re disguised). The target must be your size or smaller. Raise the stakes on this attack test. On a hit, the target also can’t communicate until the end of their next turn. Also on a hit, you can spend an Opportunity to Grapple them as a Free Action, automatically succeeding on your test; while Restrained by this grapple, they are also Prone.&amp;lt;bR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Mercurial Facade|Mercurial Facade]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sure Outcome ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The best gamble is one that secretly isn’t a gamble at all. Your insight sometimes reveals that seemingly random events are part of someone’s plan.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], instead of&lt;br /&gt;
rerolling the plot die, you can spend 2 focus to flip it to a specific result. If the die was showing an Opportunity, flip it to Complication-4. If it was showing any Complication, flip it to Opportunity.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thief ==&lt;br /&gt;
&lt;br /&gt;
=== Cheap Shot ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know exactly where to strike to leave your foe reeling in pain. Some might not view it as sporting, but it certainly works.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you have a hand free, spend 1 focus to make an unarmed attack using Thievery against the Cognitive defense of an enemy of your size or smaller, raising the stakes when you do. On a hit, the target also becomes Stunned until the end of their next turn. On a hit or graze, you can also spend an Opportunity to steal one item on the target’s person that they aren’t holding or wielding. The exact item you can steal is up to the GM’s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Double Down ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Risky Behavior|Risky Behavior]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you decide to take a risk, you commit fully in pursuit of the greatest reward.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], you can reroll the die one additional time. You must use this final result, and if it includes a Complication, you lose 2 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Fast Talker|Fast Talker]], [[Agent#Underworld Contacts|Underworld Contacts]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fast Talker ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Double Down|Double Down]]&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Speaking quickly gets you out of trouble as often as it gets you into it, and you never miss a chance to get a word in edgewise.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make spiritual skill tests via the following actions:&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Risky Behavior ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;You know that risk and reward are inseparable traveling companions, and you love seeing where this pair takes you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make a test, you can spend 1 focus to raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;[[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadow Step ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Thievery 3+; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know every con artist’s trick for avoiding comeuppance, and you can slip from sight with ease.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you Disengage, you can spend 2 focus to make a Thievery test and compare the result against the Cognitive defense of each enemy who can sense you. You gain an advantage on this test if you’re in cover or an area where your target’s primary sense is obscured (such as darkness).&amp;lt;br&amp;gt;&lt;br /&gt;
If you succeed against an enemy, you’re hidden as if you’d succeeded on a Stealth test to hide from them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Surefooted ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cheap Shot|Cheap Shot]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You move through treacherous terrain with confidence and speed.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your movement rate by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Shadow Step|Shadow Step]], [[Agent#Trickster&#039;s Hand|Trickster&#039;s Hand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trickster’s Hand ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Thievery 3+; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You execute your acts of skulduggery with such subtlety and dexterity that your marks struggle to follow.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make physical skill tests via the following actions:&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Underworld Contacts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a patron or follower who is&lt;br /&gt;
a member of the criminal underworld; [[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you travel in circles of ill repute, your patron or follower’s name carries remarkable weight.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make a test to interact socially with criminal individuals or groups, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Criminal Groups.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Agent&amp;diff=4819</id>
		<title>Agent</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Agent&amp;diff=4819"/>
		<updated>2026-09-25T20:21:06Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Collected */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Agent =&lt;br /&gt;
Artists of duplicity and sabotage, Agents grasp the threads of fate in the palms of their hands, waiting for the perfect moment to pull and unravel the carefully laid plans of others. Agents can fool even the most prudent with their clever ruses, swift movements, and calculated strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Insight.&#039;&#039;&#039; If you choose Agent as your starting path, gain a free skill rank in Insight.&lt;br /&gt;
&lt;br /&gt;
[[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&lt;br /&gt;
&lt;br /&gt;
=== Opportunist (Agent Talent) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You instinctively sense moments of consequence. In these moments where the scale teeters between disaster and glory, you can push yourself—and your luck—to tip the outcome in your favor.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, when you roll a plot die, you can reroll that result. The original roll has no effect and you must use the new result.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Agent#Get &#039;Em Talking|Get &#039;Em Talking]] &amp;amp; [[Agent#Watchful Eye|Watchful Eye]]  ([[Agent#Investigator|Investigator]])&lt;br /&gt;
*[[Agent #Defiant Glare|Defiant Glare]] &amp;amp; [[Agent#True Grit|True Grit]] ([[Agent#Rebel|Rebel]])&lt;br /&gt;
*[[Agent#Sure Outcome|Sure Outcome]] &amp;amp; [[Agent#Plausible Excuse|Plausible Excuse]] ([[Agent#Spy|Spy]])&lt;br /&gt;
*[[Agent#Risky Behavior|Risky Behavior]] &amp;amp; [[Agent#Cheap Shot|Cheap Shot]] ([[Agent#Thief|Thief]])&lt;br /&gt;
&lt;br /&gt;
== Investigator ==&lt;br /&gt;
&lt;br /&gt;
=== Baleful ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Get &#039;Em Talking|Get &#039;Em Talking]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a severe stare, you crack the resolve of all but the most composed adversaries.&#039;&#039;&lt;br /&gt;
To resist your influence, a character must spend additional focus equal to your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Close the Case ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 3 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve compiled information on your target’s motive and circumstances. Now, by pressing on your target’s desires, weaknesses, or guilt, you can convince them to back down.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, spend 3 focus to make a Deduction test against the Cognitive defense of a character you can influence. You gain an advantage on this test if you know the target’s current motivation, and a disadvantage if you don’t.&amp;lt;br&amp;gt;&lt;br /&gt;
On a failure, the target gains an advantage on all tests against you until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
On a success, you influence the target to back down. They stop opposing your immediate aims in this scene and might even leave the scene. A target can resist this influence, but after they do, they gain a disadvantage on all tests until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gather Evidence ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Quick Analysis|Quick Analysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
Observing clues in your environment, you slowly but surely build a mental model of the mysteries before you.&amp;lt;br&amp;gt;&lt;br /&gt;
After you succeed on a cognitive test against another character, you become Focused until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Legal Codes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Get ’Em Talking ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a leading question or cutting remark, you goad others into revealing their motives.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a Deduction test against the Spiritual defense of a character you can influence. On a success, you learn the target’s motivation for being in the scene. Until the end of the scene, when you make a test to leverage this motivation against the target, you can raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Close the Case|Close the Case]], [[Agent#Sleuth&#039;s Instincts|Sleuth&#039;s Instincts]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Analysis ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Watchful Eye|Watchful Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your mind quickly files and organizes data, and you swiftly act on that information while under pressure.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make cognitive tests via the following actions: Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Gather Evidence|Gather Evidence]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sleuth’s Instincts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When cracking mysteries, you know that “why” can be as important as “who” or “how.” Once you understand motivations, other details easily fall into place.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an advantage on cognitive tests against a character whose motivation you know; you might learn this motivation from the [[Agent#Get &#039;Em Talking|Get &#039;Em Talking]] talent, or from other activities such as researching them.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, after a character whose motivation you know lies to you, you automatically know they’re being deceitful (but not the nature of their lie).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Watchful Eye ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Allies can be an asset or a liability, so you keep an eye on them for their protection and yours.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a willing ally you can influence within 20 feet of you rolls a plot die, you can use this reaction to use [[Agent#Opportunist (Agent Talent)|Opportunity]] on that plot die as if it were your own.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Quick Analysis|Quick Analysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rebel ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Training ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Defiant Glare|Defiant Glare]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve been trained in the basics of weaponry and elementary battle tactics.&#039;&#039;&lt;br /&gt;
Once per round, when you miss on a weapon attack, you can graze one target without spending focus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a weapon expertise and an armor expertise of your choice, and gain a cultural expertise in Military Life.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Merciless|Merciless]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Defiant Glare ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&lt;br /&gt;
&#039;&#039;The spark of rebellion burns bright in you, undermining your enemy’s authority and wearing them down.&#039;&#039;&lt;br /&gt;
Spend 2 focus to make an Insight test against the Spiritual defense of a character you can influence. On a success, if your target wasn’t already Exhausted, they become Exhausted [−2].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Leverage Dissent ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Raise the Banner|Raise the Banner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your voice is clear through the commotion of a crowd, convincing others to rise up and take action.&#039;&#039;&lt;br /&gt;
When you roll a Complication on the plot die, add your ranks in Leadership to the bonus you receive.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Public Speaking.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Martyr&#039;s Boon|Martyr&#039;s Boon]], [[Agent#Through the Grapevine|Through the Grapevine]]&amp;lt;bR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Martyr’s Boon ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 3+; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When your enemies harm you, your inspiring presence sparks indignation in others. In a rush of fervor, they find renewed purpose to keep fighting the good fight.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, after an enemy hits you with an attack, choose a number of allies you can influence up to your ranks in Leadership. These allies gain a Reaction, which they can only use to gain the benefits of the Recover action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Merciless ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite: [[Agent#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;It’s time to make good on your threats. Your enemy never cared for a fair fight, so this time, you’ll play by their rules.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an advantage on attack tests against targets who are Exhausted, Immobilized, or Restrained.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Raise the Banner ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Agent#True Grit|True Grit]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;United under a momentous cause, you inspire your fellow insurgents by deftly supporting them in time of need.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Aid reaction on an ally, they recover 1 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Through the Grapevine ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With connections in high and low places, you gather information and reinforcements that could prove invaluable to your cause.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After a long rest, you can make an Insight test to collect information about a person or group of your choosing. The GM sets the DC based on how secretive and obscure your subject is. On a success, the GM shares two pieces of information that are true. On a failure, the GM shares two pieces of information, one true and the other false, without identifying which is which.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Grit ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 1+: [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You thrive amid chaos. When others would be flustered by unexpected problems, you press on with renewed focus.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you or an ally within 20 feet of you gain a Complication, you recover 1 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Raise the Banner|Raise the Banner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spy ==&lt;br /&gt;
&lt;br /&gt;
=== Collected ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Sure Outcome|Sure Outcome]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You remain mindful of your immediate goals without losing sight of your deeper value, keeping you even-keeled amid chaos.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cover Story ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Plausible Excuse|Plausible Excuse]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;By spinning vague rumors into popular gossip, you’ve created a false identity to inhabit.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you put the finishing touches on a false identity for yourself. Discuss the details of this identity with your GM, including which&lt;br /&gt;
communities you use this identity to move through and what its reputation is within those communities.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a cultural expertise relevant to your false identity’s culture.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#High Society Contacts|High Society Contacts]], [[Agents#Mighty|Mighty]], [[Agent#Subtle Takedown|Subtle Takedown]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High Society Contacts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a patron who is part of high&lt;br /&gt;
society; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your patron’s name opens doors for you, even in unfamiliar places. By invoking their name or network in the right context, you can expand your influence even further.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make a test to interact socially in high society, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a cultural expertise in High Society.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mercurial Facade ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deception 3+; [[Agent#Subtle Takedown|Subtle Takedown]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know poise is essential to any disguise, and you can change your perceived persona simply by altering your gait and presence.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you attempt to disguise yourself, you can useDeception instead of Thievery. You can do this even if you don’t have supplies for a physical disguise.&amp;lt;br&amp;gt;&lt;br /&gt;
The first character who sees through your disguise, or who you choose to surprise by revealing your identity, becomes Surprised until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mighty ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You deliver your swings, punches, and kicks with practiced efficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit with a weapon or unarmed attack, for each you used on that attack’s action, increase the damage you deal by 1 + your tier. For example, if you’re level 6 and you make an attack that costs , each deals an extra 1 + 2 damage, for a total of 6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Plausible Excuse ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite: Deception 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Years of covert operations have taught you to dissemble on the spot, concocting a reasonable excuse for the most incriminating of behavior.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you are discovered while hiding or otherwise skulking about, you can use this reaction and spend 2 focus to pass yourself off as doing something innocent.&amp;lt;br&amp;gt;&lt;br /&gt;
You influence each character who can sense you to believe your excuse.&amp;lt;br&amp;gt;&lt;br /&gt;
A character can resist this influence, but after they do, they lose additional focus equal to your ranks in Deception.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Sleight of Hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Subtle Takedown ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Cover Story|Cover Story]]&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You swiftly strike at your target’s throat, knees, or another vulnerable area. Before the target can cry out, they are silenced.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make an unarmed attack using Insight against the Cognitive defense of a character who is Surprised, doesn’t sense you, or doesn’t view you as a threat (such as if you’re disguised). The target must be your size or smaller. Raise the stakes on this attack test. On a hit, the target also can’t communicate until the end of their next turn. Also on a hit, you can spend an Opportunity to Grapple them as a Free Action, automatically succeeding on your test; while Restrained by this grapple, they are also Prone.&amp;lt;bR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Mercurial Facade|Mercurial Facade]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sure Outcome ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The best gamble is one that secretly isn’t a gamble at all. Your insight sometimes reveals that seemingly random events are part of someone’s plan.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], instead of&lt;br /&gt;
rerolling the plot die, you can spend 2 focus to flip it to a specific result. If the die was showing an Opportunity, flip it to Complication-4. If it was showing any Complication, flip it to Opportunity.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thief ==&lt;br /&gt;
&lt;br /&gt;
=== Cheap Shot ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know exactly where to strike to leave your foe reeling in pain. Some might not view it as sporting, but it certainly works.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you have a hand free, spend 1 focus to make an unarmed attack using Thievery against the Cognitive defense of an enemy of your size or smaller, raising the stakes when you do. On a hit, the target also becomes Stunned until the end of their next turn. On a hit or graze, you can also spend an Opportunity to steal one item on the target’s person that they aren’t holding or wielding. The exact item you can steal is up to the GM’s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Double Down ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Risky Behavior|Risky Behavior]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you decide to take a risk, you commit fully in pursuit of the greatest reward.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], you can reroll the die one additional time. You must use this final result, and if it includes a Complication, you lose 2 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Fast Talker|Fast Talker]], [[Agent#Underworld Contacts|Underworld Contacts]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fast Talker ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Double Down|Double Down]]&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Speaking quickly gets you out of trouble as often as it gets you into it, and you never miss a chance to get a word in edgewise.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make spiritual skill tests via the following actions:&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Risky Behavior ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;You know that risk and reward are inseparable traveling companions, and you love seeing where this pair takes you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make a test, you can spend 1 focus to raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;[[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadow Step ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Thievery 3+; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know every con artist’s trick for avoiding comeuppance, and you can slip from sight with ease.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you Disengage, you can spend 2 focus to make a Thievery test and compare the result against the Cognitive defense of each enemy who can sense you. You gain an advantage on this test if you’re in cover or an area where your target’s primary sense is obscured (such as darkness).&amp;lt;br&amp;gt;&lt;br /&gt;
If you succeed against an enemy, you’re hidden as if you’d succeeded on a Stealth test to hide from them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Surefooted ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cheap Shot|Cheap Shot]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You move through treacherous terrain with confidence and speed.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your movement rate by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Shadow Step|Shadow Step]], [[Agent#Trickster&#039;s Hand|Trickster&#039;s Hand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trickster’s Hand ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Thievery 3+; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You execute your acts of skulduggery with such subtlety and dexterity that your marks struggle to follow.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make physical skill tests via the following actions:&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Underworld Contacts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a patron or follower who is&lt;br /&gt;
a member of the criminal underworld; [[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you travel in circles of ill repute, your patron or follower’s name carries remarkable weight.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make a test to interact socially with criminal individuals or groups, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Criminal Groups.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Agent&amp;diff=4818</id>
		<title>Agent</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Agent&amp;diff=4818"/>
		<updated>2026-09-25T20:20:53Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Agent */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Agent =&lt;br /&gt;
Artists of duplicity and sabotage, Agents grasp the threads of fate in the palms of their hands, waiting for the perfect moment to pull and unravel the carefully laid plans of others. Agents can fool even the most prudent with their clever ruses, swift movements, and calculated strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill: Insight.&#039;&#039;&#039; If you choose Agent as your starting path, gain a free skill rank in Insight.&lt;br /&gt;
&lt;br /&gt;
[[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&lt;br /&gt;
&lt;br /&gt;
=== Opportunist (Agent Talent) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You instinctively sense moments of consequence. In these moments where the scale teeters between disaster and glory, you can push yourself—and your luck—to tip the outcome in your favor.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, when you roll a plot die, you can reroll that result. The original roll has no effect and you must use the new result.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Agent#Get &#039;Em Talking|Get &#039;Em Talking]] &amp;amp; [[Agent#Watchful Eye|Watchful Eye]]  ([[Agent#Investigator|Investigator]])&lt;br /&gt;
*[[Agent #Defiant Glare|Defiant Glare]] &amp;amp; [[Agent#True Grit|True Grit]] ([[Agent#Rebel|Rebel]])&lt;br /&gt;
*[[Agent#Sure Outcome|Sure Outcome]] &amp;amp; [[Agent#Plausible Excuse|Plausible Excuse]] ([[Agent#Spy|Spy]])&lt;br /&gt;
*[[Agent#Risky Behavior|Risky Behavior]] &amp;amp; [[Agent#Cheap Shot|Cheap Shot]] ([[Agent#Thief|Thief]])&lt;br /&gt;
&lt;br /&gt;
== Investigator ==&lt;br /&gt;
&lt;br /&gt;
=== Baleful ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Get &#039;Em Talking|Get &#039;Em Talking]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a severe stare, you crack the resolve of all but the most composed adversaries.&#039;&#039;&lt;br /&gt;
To resist your influence, a character must spend additional focus equal to your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Close the Case ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 3 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve compiled information on your target’s motive and circumstances. Now, by pressing on your target’s desires, weaknesses, or guilt, you can convince them to back down.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, spend 3 focus to make a Deduction test against the Cognitive defense of a character you can influence. You gain an advantage on this test if you know the target’s current motivation, and a disadvantage if you don’t.&amp;lt;br&amp;gt;&lt;br /&gt;
On a failure, the target gains an advantage on all tests against you until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
On a success, you influence the target to back down. They stop opposing your immediate aims in this scene and might even leave the scene. A target can resist this influence, but after they do, they gain a disadvantage on all tests until the end of their next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gather Evidence ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Quick Analysis|Quick Analysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
Observing clues in your environment, you slowly but surely build a mental model of the mysteries before you.&amp;lt;br&amp;gt;&lt;br /&gt;
After you succeed on a cognitive test against another character, you become Focused until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Legal Codes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Get ’Em Talking ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With a leading question or cutting remark, you goad others into revealing their motives.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 focus to make a Deduction test against the Spiritual defense of a character you can influence. On a success, you learn the target’s motivation for being in the scene. Until the end of the scene, when you make a test to leverage this motivation against the target, you can raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardy ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Baleful|Baleful]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Close the Case|Close the Case]], [[Agent#Sleuth&#039;s Instincts|Sleuth&#039;s Instincts]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Analysis ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Watchful Eye|Watchful Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your mind quickly files and organizes data, and you swiftly act on that information while under pressure.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make cognitive tests via the following actions: Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Gather Evidence|Gather Evidence]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sleuth’s Instincts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 3+; [[Agent#Hardy|Hardy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When cracking mysteries, you know that “why” can be as important as “who” or “how.” Once you understand motivations, other details easily fall into place.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an advantage on cognitive tests against a character whose motivation you know; you might learn this motivation from the [[Agent#Get &#039;Em Talking|Get &#039;Em Talking]] talent, or from other activities such as researching them.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, after a character whose motivation you know lies to you, you automatically know they’re being deceitful (but not the nature of their lie).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Watchful Eye ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deduction 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Allies can be an asset or a liability, so you keep an eye on them for their protection and yours.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a willing ally you can influence within 20 feet of you rolls a plot die, you can use this reaction to use [[Agent#Opportunist (Agent Talent)|Opportunity]] on that plot die as if it were your own.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Quick Analysis|Quick Analysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rebel ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Training ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Defiant Glare|Defiant Glare]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You’ve been trained in the basics of weaponry and elementary battle tactics.&#039;&#039;&lt;br /&gt;
Once per round, when you miss on a weapon attack, you can graze one target without spending focus.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a weapon expertise and an armor expertise of your choice, and gain a cultural expertise in Military Life.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Merciless|Merciless]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Defiant Glare ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&lt;br /&gt;
&#039;&#039;The spark of rebellion burns bright in you, undermining your enemy’s authority and wearing them down.&#039;&#039;&lt;br /&gt;
Spend 2 focus to make an Insight test against the Spiritual defense of a character you can influence. On a success, if your target wasn’t already Exhausted, they become Exhausted [−2].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Leverage Dissent ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Raise the Banner|Raise the Banner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your voice is clear through the commotion of a crowd, convincing others to rise up and take action.&#039;&#039;&lt;br /&gt;
When you roll a Complication on the plot die, add your ranks in Leadership to the bonus you receive.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Public Speaking.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Martyr&#039;s Boon|Martyr&#039;s Boon]], [[Agent#Through the Grapevine|Through the Grapevine]]&amp;lt;bR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Martyr’s Boon ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 3+; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When your enemies harm you, your inspiring presence sparks indignation in others. In a rush of fervor, they find renewed purpose to keep fighting the good fight.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per scene, after an enemy hits you with an attack, choose a number of allies you can influence up to your ranks in Leadership. These allies gain a Reaction, which they can only use to gain the benefits of the Recover action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Merciless ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite: [[Agent#Combat Training|Combat Training]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;It’s time to make good on your threats. Your enemy never cared for a fair fight, so this time, you’ll play by their rules.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain an advantage on attack tests against targets who are Exhausted, Immobilized, or Restrained.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Raise the Banner ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 2+; [[Agent#True Grit|True Grit]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;United under a momentous cause, you inspire your fellow insurgents by deftly supporting them in time of need.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Aid reaction on an ally, they recover 1 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Through the Grapevine ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Leverage Dissent|Leverage Dissent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;With connections in high and low places, you gather information and reinforcements that could prove invaluable to your cause.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After a long rest, you can make an Insight test to collect information about a person or group of your choosing. The GM sets the DC based on how secretive and obscure your subject is. On a success, the GM shares two pieces of information that are true. On a failure, the GM shares two pieces of information, one true and the other false, without identifying which is which.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Grit ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Leadership 1+: [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You thrive amid chaos. When others would be flustered by unexpected problems, you press on with renewed focus.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you or an ally within 20 feet of you gain a Complication, you recover 1 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Raise the Banner|Raise the Banner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spy ==&lt;br /&gt;
&lt;br /&gt;
=== Collected ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Sure Outcome|Sure Outcome]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You remain mindful of your immediate goals without losing sight of your deeper value, keeping you even-keeled amid chaos.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cover Story ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Plausible Excuse|Plausible Excuse]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;By spinning vague rumors into popular gossip, you’ve created a false identity to inhabit.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, you put the finishing touches on a false identity for yourself. Discuss the details of this identity with your GM, including which&lt;br /&gt;
communities you use this identity to move through and what its reputation is within those communities.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a cultural expertise relevant to your false identity’s culture.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#High Society Contacts|High Society Contacts]], [[Agents#Mighty|Mighty]], [[Agent#Subtle Takedown|Subtle Takedown]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High Society Contacts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a patron who is part of high&lt;br /&gt;
society; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your patron’s name opens doors for you, even in unfamiliar places. By invoking their name or network in the right context, you can expand your influence even further.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make a test to interact socially in high society, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a cultural expertise in High Society.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mercurial Facade ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Deception 3+; [[Agent#Subtle Takedown|Subtle Takedown]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know poise is essential to any disguise, and you can change your perceived persona simply by altering your gait and presence.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you attempt to disguise yourself, you can useDeception instead of Thievery. You can do this even if you don’t have supplies for a physical disguise.&amp;lt;br&amp;gt;&lt;br /&gt;
The first character who sees through your disguise, or who you choose to surprise by revealing your identity, becomes Surprised until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mighty ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You deliver your swings, punches, and kicks with practiced efficiency.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit with a weapon or unarmed attack, for each you used on that attack’s action, increase the damage you deal by 1 + your tier. For example, if you’re level 6 and you make an attack that costs , each deals an extra 1 + 2 damage, for a total of 6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Plausible Excuse ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite: Deception 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Reaction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Years of covert operations have taught you to dissemble on the spot, concocting a reasonable excuse for the most incriminating of behavior.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you are discovered while hiding or otherwise skulking about, you can use this reaction and spend 2 focus to pass yourself off as doing something innocent.&amp;lt;br&amp;gt;&lt;br /&gt;
You influence each character who can sense you to believe your excuse.&amp;lt;br&amp;gt;&lt;br /&gt;
A character can resist this influence, but after they do, they lose additional focus equal to your ranks in Deception.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Sleight of Hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Cover Story|Cover Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Subtle Takedown ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Cover Story|Cover Story]]&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 2 Actions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You swiftly strike at your target’s throat, knees, or another vulnerable area. Before the target can cry out, they are silenced.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make an unarmed attack using Insight against the Cognitive defense of a character who is Surprised, doesn’t sense you, or doesn’t view you as a threat (such as if you’re disguised). The target must be your size or smaller. Raise the stakes on this attack test. On a hit, the target also can’t communicate until the end of their next turn. Also on a hit, you can spend an Opportunity to Grapple them as a Free Action, automatically succeeding on your test; while Restrained by this grapple, they are also Prone.&amp;lt;bR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Mercurial Facade|Mercurial Facade]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sure Outcome ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The best gamble is one that secretly isn’t a gamble at all. Your insight sometimes reveals that seemingly random events are part of someone’s plan.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], instead of&lt;br /&gt;
rerolling the plot die, you can spend 2 focus to flip it to a specific result. If the die was showing an Opportunity, flip it to Complication-4. If it was showing any Complication, flip it to Opportunity.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Collected|Collected]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thief ==&lt;br /&gt;
&lt;br /&gt;
=== Cheap Shot ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; 1 Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know exactly where to strike to leave your foe reeling in pain. Some might not view it as sporting, but it certainly works.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you have a hand free, spend 1 focus to make an unarmed attack using Thievery against the Cognitive defense of an enemy of your size or smaller, raising the stakes when you do. On a hit, the target also becomes Stunned until the end of their next turn. On a hit or graze, you can also spend an Opportunity to steal one item on the target’s person that they aren’t holding or wielding. The exact item you can steal is up to the GM’s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Double Down ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Risky Behavior|Risky Behavior]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you decide to take a risk, you commit fully in pursuit of the greatest reward.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], you can reroll the die one additional time. You must use this final result, and if it includes a Complication, you lose 2 focus.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Fast Talker|Fast Talker]], [[Agent#Underworld Contacts|Underworld Contacts]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fast Talker ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 3+; [[Agent#Double Down|Double Down]]&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Speaking quickly gets you out of trouble as often as it gets you into it, and you never miss a chance to get a word in edgewise.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make spiritual skill tests via the following actions:&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Risky Behavior ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;You know that risk and reward are inseparable traveling companions, and you love seeing where this pair takes you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make a test, you can spend 1 focus to raise the stakes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039;[[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadow Step ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Thievery 3+; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You know every con artist’s trick for avoiding comeuppance, and you can slip from sight with ease.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After you Disengage, you can spend 2 focus to make a Thievery test and compare the result against the Cognitive defense of each enemy who can sense you. You gain an advantage on this test if you’re in cover or an area where your target’s primary sense is obscured (such as darkness).&amp;lt;br&amp;gt;&lt;br /&gt;
If you succeed against an enemy, you’re hidden as if you’d succeeded on a Stealth test to hide from them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Surefooted ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; [[Agent#Cheap Shot|Cheap Shot]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Always Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You move through treacherous terrain with confidence and speed.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you acquire this talent, increase your movement rate by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leads to:&#039;&#039;&#039; [[Agent#Shadow Step|Shadow Step]], [[Agent#Trickster&#039;s Hand|Trickster&#039;s Hand]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trickster’s Hand ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Thievery 3+; [[Agent#Surefooted|Surefooted]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Free Action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You execute your acts of skulduggery with such subtlety and dexterity that your marks struggle to follow.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 2 focus to gain 2 Actions, which you can only use to make physical skill tests via the following actions:&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Skill, Gain Advantage, or an action from any Agent talent.&amp;lt;br&amp;gt;&lt;br /&gt;
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Underworld Contacts ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Have a patron or follower who is&lt;br /&gt;
a member of the criminal underworld; [[Agent#Double Down|Double Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When you travel in circles of ill repute, your patron or follower’s name carries remarkable weight.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Before you make a test to interact socially with criminal individuals or groups, you can spend 2 focus to add an Opportunity to the result.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you acquire this talent, gain a utility expertise in Criminal Groups.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Witch&amp;diff=4817</id>
		<title>Witch</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Witch&amp;diff=4817"/>
		<updated>2026-09-25T19:52:04Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Witch Attunement (Witch Talent) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Witch =&lt;br /&gt;
Subcaster Path with power over the Degeneration Tones&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Starting Skill:&#039;&#039;&#039; Divine. If you choose Witch as your starting path, gain a free skill rank in Divine (in addition to the rank gained from Witch Attunement).&lt;br /&gt;
&lt;br /&gt;
=== Witch Attunement (Witch Talent) ===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Activation:&#039;&#039;&#039; Special Activation&amp;lt;br&amp;gt;&lt;br /&gt;
When you gain this talent, your Resonance maximum increases to 2 + the greater of your Presence or Awareness.&amp;lt;br&amp;gt;&lt;br /&gt;
You can now use the Intake Resonance Action.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the Divine skill on your character sheet, with 1 rank in it. It uses your Willpower attribute.&amp;lt;br&amp;gt;&lt;br /&gt;
Choose two of the [[Resonance#Degeneration Tones|Degeneration Tones]] (Wounding, Wither, or Plague). You can only use the nascent version of your chosen Tones for now.&amp;lt;br&amp;gt;&lt;br /&gt;
While you have at least 1 Resonance, every time you spend focus, choose one character within your Resonance Spell Range, they take vital damage equal to twice your tier for each focus spent.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain the Resonant goal &amp;quot;Attune Degeneration&amp;quot;. After completing this goal, you gain its reward: You unlock the full version of your chosen tones and can choose talents from their talent trees.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
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