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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.<br>
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.<br>
'''Leads to:'''<br>
'''Leads to:'''<br>
*[[Leader#Biting Remarks|Biting Remarks]] & [[Leader#Well Dressed|Well Dressed]] ([[Leader#Bard|Bard]])
*[[Leader#Composed (Beacon)|Composed]] & [[Leader#Stand Together|Stand Together]] ([[Leader#Beacon|Beacon]])
*[[Leader#Combat Coordination|Combat Coordination]] & [[Leader#Valiant Intervention|Valiant Intervention]] ([[Leader#Champion|Champion]])
*[[Leader#Combat Coordination|Combat Coordination]] & [[Leader#Valiant Intervention|Valiant Intervention]] ([[Leader#Champion|Champion]])
*[[Leader#Master Plan|Master Plan]] & [[Leader#Composed|Composed]] (Leader#Mastermind|Mastermind]]
*[[Leader#Calculated Maneuver|Calculated Maneuver]] & [[Leader#Through the Fray (Commandant)|Through the Fray]] ([[Leader#Commandant|Commandant]])
*[[Leader#Composed|Composed]] & [[Leader#Through the Fray|Through the Fray]] ([[Leader#Officer|Officer]])
*[[Leader#Master Plan|Master Plan]] & [[Leader#Composed (Mastermind)|Composed]] ([[Leader#Mastermind|Mastermind]])
*[[Leader#Cutthroat Tactics|Cutthroat Tactics]] & [[Leader#Tactical Ploy|Tactical Ploy]] ([[Leader#Politico|Politico]]
*[[Leader#Composed (Officer)|Composed]] & [[Leader#Through the Fray (Officer)|Through the Fray]] ([[Leader#Officer|Officer]])
*[[Leader#Cutthroat Tactics|Cutthroat Tactics]] & [[Leader#Tactical Ploy|Tactical Ploy]] ([[Leader#Politico|Politico]])


== Bard ==
== Beacon ==
=== Authority ===
'''Prerequisite:''' Lead an organization or have a patron who
grants you authority over others; [[Leader#Considerate Command|Considerate Command]]<br>
'''Activation:''' Always Active<br>
''Your command experience helps you coordinate larger groups across greater distances.''<br>
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.<br>
=== Composed (Beacon) ===
'''Prerequisite:''' [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]<br>
'''Activation:''' Always Active<br>
''Through practiced composure, you push your limits without becoming distracted or losing track of threats.''<br>
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.<br>
'''Leads to:''' [[Leader#Keep Going!|Keep Going!]]<br>
=== Considerate Command ===
'''Prerequisite:''' Leadership 2+; [[Leader#Let Me Handle This|Let Me Handle This]]<br>
'''Activation:''' Special Activation<br>
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.<br>
Additionally, when you acquire this talent, increase the size of your command die by one size (such as from a d4 to a d6).<br>
'''Leads to:''' [[Leader#Authority|Authority]], [[Leader#Hold Your Ground|Hold Your Ground]]<br>
=== Hold Your Guard ===
'''Prerequisite:''' Persuasion 2+; [[Leader#Considerate Command|Considerate Command]]<br>
'''Activation:''' 2 Actions<br>
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.<br>
=== Keep Going! ===
'''Prerequisite:''' [[Leader#Composed (Beacon)|Composed]]<br>
'''Activation:''' Reaction<br>
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.<br>
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.<br>
=== Let Me Handle This ===
'''Prerequisite:''' Persuasion 1+; [[Leader#Stand Together|Stand Together]]<br>
'''Activation:''' Always Active<br>
While you're a member or leader of an organization, its scale increases by 1. At 5, you gain your organization's benefits twice as often.<br>
'''Leads to:''' [[Leader#Considerate Command|Considerate Command]]<br>
=== Stand Together ===
'''Prerequisite:''' Insight 1+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]<br>
'''Activation:''' Special Activation<br>
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.<br>
'''Leads to:''' [[Leader#Let Me Handle This|Let Me Handle This]], [[Leader#There's Another Way|There's Another Way]]<br>
=== There's Another Way ===
'''Prerequisite:''' Persuasion 1+; [[Leader#Stand Together|Stand Together]]<br>
'''Activation:''' Special Activation<br>
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.<br>


== Champion ==
== Champion ==
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=== Imposing Posture ===
=== Imposing Posture ===
'''Prerequisite:''' Athletics 2+; [[Leader#Combat Coordination|Combat Coordination]]<br><
'''Prerequisite:''' Athletics 2+; [[Leader#Combat Coordination|Combat Coordination]]<br>
'''Activation:''' Always Active<br>
'''Activation:''' Always Active<br>
''On and off the battlefield, your powerful physique sends a clear message to your foes.''<br>
''On and off the battlefield, your powerful physique sends a clear message to your foes.''<br>
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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.<br>
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.<br>
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.<br>
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.<br>
'''Leads to:''' [[Leader#Hardy|Hardy]]<br>
== Commandant ==
=== Baleful (Commandant) ===
'''Prerequisite:''' [[Leader#Compel Concession|Compel Concession]]<br>
'''Activation:''' Always Active<br>
''With a severe stare, you crack the resolve of all but the most composed adversaries.''
To resist your influence, a character must spend additional focus equal to your tier.<br>
=== Calculated Maneuver ===
'''Prerequisite:''' Intimidation 1+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]<br>
'''Activation:''' Special Activation<br>
When you succeed on a test to Gain Advantage with a Mental skill, you can become Determined instead of gaining the advantage.<br>
'''Leads to:''' [[Leader#Compel Concession|Compel Concession]], [[Leader#Unyielding Determination|Unyielding Determination]]<br>
=== Compel Concession ===
'''Prerequisite:''' Intimidation 2+; [[Leader#Calculated Maneuver|Calculated Maneuver]] <br>
'''Activation:''' Always Active<br>
When a character resists your influence, if you are Determined, you can end that condition to gain an Opportunity.<br>
'''Leads to:''' [[Leader#Baleful (Commandant)|Baleful]]<br>
=== Customary Garb ===
'''Prerequisite:''' [[Leader#Through the Fray (Commandant)|Through the Fray]]<br>
'''Activation:''' Always Active<br>
''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.<br>
While you’re visibly wearing Presentable armor or clothing appropriate for your station, your Physical and Spiritual defenses increase by 2.<br>
'''Leads to:''' [[Leader#Resolute Command|Resolute Command]]<br>
=== Echoing Command ===
'''Prerequisite:''' Leadership 3+; [[Leader#Resolute Command|Resolute Command]]<br>
'''Activation:''' Free Action<bR>
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't spend focus.<br>
=== Resolute Command ===
'''Prerequisite:''' Leadership 2+; [[Leader#Customary Garb|Customary Garb]]<br>
'''Activation:''' Special Activation<br>
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).<br>
=== Through the Fray (Commandant) ===
'''Prerequisite:''' Persuasion 1+; [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]<br>
'''Activation:''' 1 Action<br>
''You skillfully spot opportunities to gain the upper hand, coordinating with your allies as they spring into action.''<br>
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.<br>
'''Leads to:''' [[Leader#Customary Garb|Customary Garb]]<br>
=== Unyielding Determination ===
'''Prerequisite:''' Discipline 2+; [[Leader#Calculated Maneuver|Calculated Maneuver]]<br>
'''Activation:''' Free Action<br>
When you are Determined, you can end that condition and choose one:<br>
*Become Focused until the end of the scene.
*Spend 2 focus and an ally you can influence rolls your command die, recovering that much health plus your ranks in Discipline.<br>


== Mastermind ==
== Mastermind ==

Latest revision as of 05:25, 27 September 2026

Leader

You lead.
Starting Skill: Leadership. If you choose Leader as your starting path, gain a free skill rank in Leadership.

Decisive Command (Leader Key)

Prerequisite: None.
Activation: 1 Action
Your voice carries the certainty of steel and your tactical acumen is renowned. This battle-won wisdom benefits those who listen.
When you acquire this talent, gain a command die, which begins as a d4.
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 that roll.
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.
Leads to:

Bard

Beacon

Authority

Prerequisite: Lead an organization or have a patron who grants you authority over others; Considerate Command
Activation: Always Active
Your command experience helps you coordinate larger groups across greater distances.
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.

Composed (Beacon)

Prerequisite: Decisive Command key talent
Activation: Always Active
Through practiced composure, you push your limits without becoming distracted or losing track of threats.
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.
Leads to: Keep Going!

Considerate Command

Prerequisite: Leadership 2+; Let Me Handle This
Activation: Special Activation
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.
Additionally, when you acquire this talent, increase the size of your command die by one size (such as from a d4 to a d6).
Leads to: Authority, Hold Your Ground

Hold Your Guard

Prerequisite: Persuasion 2+; Considerate Command
Activation: 2 Actions
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.

Keep Going!

Prerequisite: Composed
Activation: Reaction
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.
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.

Let Me Handle This

Prerequisite: Persuasion 1+; Stand Together
Activation: Always Active
While you're a member or leader of an organization, its scale increases by 1. At 5, you gain your organization's benefits twice as often.
Leads to: Considerate Command

Stand Together

Prerequisite: Insight 1+; Decisive Command key talent
Activation: Special Activation
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.
Leads to: Let Me Handle This, There's Another Way

There's Another Way

Prerequisite: Persuasion 1+; Stand Together
Activation: Special Activation
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.

Champion

Combat Coordination

Prerequisite: Leadership 2+; Decisive Command key talent
Activation: Free Action
You lead through action, bolstering your allies with the momentum of your blows.
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.
Leads to: Imposing Posture

Demonstrative Command

Prerequisite: Leadership 2+; Resolute Stand
Activation: Special Activation
You set an example from the front, applying your advice to your own actions.
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.
Additionally, when you acquire this talent, increase the size of your command die by one size (such as from a d4 to a d6).

Hardy

Prerequisite: Valiant Intervention
Activation: Always Active
You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.
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.
Leads to: Resolute Command

Imposing Posture

Prerequisite: Athletics 2+; Combat Coordination
Activation: Always Active
On and off the battlefield, your powerful physique sends a clear message to your foes.
After an enemy resists your influence while within your weapon’s reach, they become Disoriented until the end of their next turn.
Leads to: Mighty

Mighty

Prerequisite: Imposing Posture
'Activation: Always Active
You deliver your swings, punches, and kicks with practiced efficiency.
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.

Resilient Hero

Prerequisite: Athletics 3+; Resolute Stand
Activation: Reaction
You summon your last reserves and press forward despite grievous wounds.
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.

Resolute Stand

Prerequisite: Athletics 1+; Hardy
Activation: Special Activation
You project resolve, and even powerful groups of opponents find it hard to focus their attention elsewhere.
When you use your Valiant Intervention, you can spend focus up to your ranks in Leadership to target that many additional characters.
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.
Leads to: Demonstrative Command, Resilient Hero

Valiant Intervention

Prerequisite: Athletics 1+; Decisive Command key talent
Activation: 1 Action
You dauntlessly approach your opposition, daring them to ignore you at their peril.
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.
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.
Leads to: Hardy

Commandant

Baleful (Commandant)

Prerequisite: Compel Concession
Activation: Always Active
With a severe stare, you crack the resolve of all but the most composed adversaries. To resist your influence, a character must spend additional focus equal to your tier.

Calculated Maneuver

Prerequisite: Intimidation 1+; Decisive Command key talent
Activation: Special Activation
When you succeed on a test to Gain Advantage with a Mental skill, you can become Determined instead of gaining the advantage.
Leads to: Compel Concession, Unyielding Determination

Compel Concession

Prerequisite: Intimidation 2+; Calculated Maneuver
Activation: Always Active
When a character resists your influence, if you are Determined, you can end that condition to gain an Opportunity.
Leads to: Baleful

Customary Garb

Prerequisite: Through the Fray
Activation: Always Active
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.
While you’re visibly wearing Presentable armor or clothing appropriate for your station, your Physical and Spiritual defenses increase by 2.
Leads to: Resolute Command

Echoing Command

Prerequisite: Leadership 3+; Resolute Command
Activation: Free Action
After you make a test on your turn that includes your command die, you can use Decisive Command without spending an Action. That target can immediately Brace or Recover as a free action. If your test failed, you also don't spend focus.

Resolute Command

Prerequisite: Leadership 2+; Customary Garb
Activation: Special Activation
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).

Through the Fray (Commandant)

Prerequisite: Persuasion 1+; Decisive Command key talent
Activation: 1 Action
You skillfully spot opportunities to gain the upper hand, coordinating with your allies as they spring into action.
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.
Leads to: Customary Garb

Unyielding Determination

Prerequisite: Discipline 2+; Calculated Maneuver
Activation: Free Action
When you are Determined, you can end that condition and choose one:

  • Become Focused until the end of the scene.
  • Spend 2 focus and an ally you can influence rolls your command die, recovering that much health plus your ranks in Discipline.


Mastermind

Officer

Politico