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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#Biting Remarks|Biting Remarks]] & [[Leader#Well Dressed (Bard)|Well Dressed]] ([[Leader#Bard|Bard]]) | ||
*[[Leader#Composed (Beacon)|Composed]] & [[Leader#Stand Together|Stand Together]] ([[Leader#Beacon|Beacon]]) | *[[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]]) | ||
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=== Collected (Bard) === | === Collected (Bard) === | ||
'''Prerequisite:''' Finesse 2+; [[Leader#Well Dressed|Well Dressed]]<br> | '''Prerequisite:''' Finesse 2+; [[Leader#Well Dressed (Bard)|Well Dressed]]<br> | ||
'''Activation:''' Always Active<br> | '''Activation:''' Always Active<br> | ||
''You’ve learned to be mindful of your immediate goals without losing sight of your deeper value, keeping you even-keeled amid chaos.''<br> | ''You’ve learned to be mindful of your immediate goals without losing sight of your deeper value, keeping you even-keeled amid chaos.''<br> | ||
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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.<br> | 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.<br> | ||
=== Well Dressed === | === Well Dressed (Bard) === | ||
'''Prerequisite:''' [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]<br> | '''Prerequisite:''' [[Leader#Decisive Command (Leader Key)|Decisive Command key talent]]<br> | ||
'''Activation:''' Special Activation<br> | '''Activation:''' Special Activation<br> | ||
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== Mastermind == | == Mastermind == | ||
Behind You! | |||
'''Prerequisite:''' Leadership 2+; Composed talent | |||
'''Activation:''' | |||
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. | |||
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. | |||
Additionally, at the beginning of combat and at the | |||
start of each of your turns, you gain an additional , | |||
which you can use only for this talent’s effect. | |||
Composed | |||
'''Prerequisite:''' Decisive Command key talent | |||
Activation: | |||
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. | |||
I’ve Got Just the Thing | |||
'''Prerequisite:''' Deduction 3+; On My Signal talent | |||
Activation: | |||
You’ve been known to overpack, but you always have the | |||
right tool for the job—even when the job isn’t quite right. | |||
Once per scene, spend 1 focus to choose an item | |||
you don’t currently possess but reasonably could’ve | |||
obtained in the past, such as a piece of equipment, | |||
building blueprints, a letter, or something similar you | |||
can store on your person. You then produce that item | |||
from your belongings, as if you’d previously purchased | |||
or otherwise obtained it off-screen. If the item usually | |||
has a cost (as listed in chapter 7), you must also pay that | |||
cost when you use this talent to obtain that item. The | |||
GM is the final arbiter of what item you can produce. | |||
Master Plan | |||
'''Prerequisite:''' Deduction +1; Decisive Command key | |||
talent | |||
Activation: | |||
With a lot of forethought and a little luck, your master plan | |||
comes together like clockwork. | |||
Once per scene, you can reveal a master plan. Work with | |||
the GM to create an event (see “Events” in chapter 9) | |||
with a positive outcome for you and your allies. This | |||
Master Plan event represents your off-screen efforts to | |||
plan and bring a significant narrative boon to fruition. | |||
You can only have one such event active at a time. | |||
By default, your Master Plan has an event track with | |||
three Opportunity slots, which you and your allies can | |||
contribute to. When you create this event, you can | |||
choose to increase the event track by a number of slots | |||
up to your ranks in Deduction; this makes the event | |||
harder to trigger but more impactful. You and your allies | |||
can trigger it by filling the track before your next long | |||
rest. If not triggered by then, the event fails. | |||
For example, an event with three Opportunity slots | |||
might represent your efforts to ensnare your political | |||
rival in a social trap, depriving them of a key ally. An | |||
event with five Opportunity slots might represent your | |||
efforts to bribe an entire shift of guards to conveniently | |||
take a break at a specific time. | |||
On My Signal | |||
'''Prerequisite:''' Deduction 2+; Stick to the Plan talent | |||
Activation: | |||
You and your crew are careful and efficient, preparing in | |||
advance so you can strike at the perfect moment. | |||
When you and your allies fill all Opportunity slots in | |||
your Master Plan event, you can choose not to trigger it | |||
immediately. Instead, during the current scene, you can | |||
decide to trigger it (no action required) after any test is | |||
resolved, or at the end of any character’s turn. | |||
Precise Command | |||
'''Prerequisite:''' Leadership 2+; Behind You! talent | |||
Activation: | |||
You’ve already devised the means to your desired end and | |||
calculated every step along the way. Now you attentively | |||
guide your allies and follow through on your careful plan. | |||
When you make a Deduction, Leadership, or Lore 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). | |||
Smooth Execution | |||
'''Prerequisite:''' Leadership 3+; On My Signal talent | |||
Activation: | |||
Few things are as satisfying as a well-executed plan. You and | |||
your allies bask in the thrill of triumph—it’ll be smooth | |||
sailing from here. | |||
When your Master Plan event triggers, you and each | |||
ally you can influence become Focused until the end | |||
of each target’s next turn. | |||
Stick to the Plan | |||
'''Prerequisite:''' Master Plan talent | |||
Activation: | |||
Malfunctions and missteps needn’t end in disaster if you think | |||
on your feet. With a little improvisation, you course-correct | |||
before a situation goes south. | |||
When you or an ally you can sense rolls a blank on a plot | |||
die, you can use this reaction and spend 2 focus to fill | |||
a slot in your Master Plan event, as if the roll were an | |||
Opportunity. | |||
== Officer == | == Officer == | ||
Authority | |||
'''Prerequisite:''' Lead an organization or have a patron | |||
who grants you authority over others; Confident | |||
Command talent | |||
Activation: | |||
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 | |||
'''Prerequisite:''' Decisive Command key talent | |||
Activation: | |||
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. | |||
Confident Command | |||
'''Prerequisite:''' Leadership 2+; Customary Garb talent | |||
Activation: | |||
You deliver your words with care and conviction, letting them | |||
resound in the hearts of those under your command. | |||
Before you make an Intimidation, 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). | |||
Customary Garb | |||
'''Prerequisite:''' Through the Fray talent | |||
Activation: | |||
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 | |||
Relentless March | |||
'''Prerequisite:''' Persuasion 3+; Confident Command | |||
talent | |||
Activation: | |||
You invigorate your troops, helping them push through fear, | |||
pain, and exhaustion under the worst of conditions. | |||
After you use your Decisive Command on an ally, until | |||
the end of their next turn, their movement rate increases | |||
by 10 feet and they ignore the effects of the Exhausted, | |||
Slowed, and Surprised conditions. | |||
Synchronized Assault | |||
'''Prerequisite:''' Leadership 3+; Authority talent | |||
Activation: | |||
You observe a weakness in your enemy’s position, then direct | |||
your squad to focus their full power on a single crucial foe. | |||
Spend 2 focus to make a Leadership test against | |||
the Cognitive defense of an enemy you can sense. | |||
On a success, choose a number of allies up to your | |||
ranks in Leadership. On a failure, choose one ally | |||
you can influence. On the next turn of each of your | |||
chosen allies, they gain that can be spent only to | |||
Strike against that enemy. This Strike doesn’t count | |||
against their allowed number of Strike actions for | |||
the hands holding that weapon. | |||
Through the Fray | |||
'''Prerequisite:''' Persuasion 1+; Decisive Command key | |||
talent | |||
Activation: | |||
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 . | |||
Well Supplied | |||
'''Prerequisite:''' Persuasion 2+; Composed talent | |||
Activation: | |||
You adeptly move the wheels of the military machine, | |||
acquiring the supplies needed to keep your unit in | |||
fighting shape. | |||
When you make a test to requisition or allocate | |||
resources, you can spend 2 focus to add an | |||
Opportunity to the result. | |||
Additionally, when you acquire this talent, | |||
gain a utility expertise in Military Logistics. | |||
== Politico == | == Politico == | ||
Baleful | |||
'''Prerequisite:''' Rumormonger talent | |||
Activation: | |||
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. | |||
Cutthroat Tactics | |||
'''Prerequisite:''' Deception 1+; Decisive Command key | |||
talent | |||
Activation: | |||
You’ve learned to take risks if you want to get results. | |||
When briefing your allies, sometimes you downplay the | |||
danger to increase their confidence—and to increase the | |||
chances they’ll prevail. | |||
Before an ally rolls your command die on a test, | |||
they can choose to instead raise the stakes on that | |||
test. If they do so and roll a Complication, you | |||
recover 1 focus. | |||
Grand Deception | |||
'''Prerequisite:''' Deception 3+; Shrewd Command talent | |||
Activation: | |||
With great forethought and misdirection, you spread a rumor | |||
that even your allies assume to be true. When you later | |||
reveal the truth behind your ruse, your enemies are thrown | |||
into disarray. | |||
Spend 3 focus to make a DC 15 Deception test. | |||
On a success, choose a detail you established | |||
since the start of the last scene and reveal that it | |||
was actually a ruse. This ruse must be plausible. | |||
For example, it’s reasonable to reveal you hid a | |||
powerful artifact in a different place than you | |||
previously said, or to reveal you moved your army | |||
east instead of west. It’s not reasonable to reveal that | |||
a mundane item is actually a priceless artifact, nor | |||
to suddenly declare you recruited an army when | |||
you previously said you had no allies in the region. | |||
The GM is the final arbiter of what sort of ruse | |||
you can reveal. | |||
Rumormonger | |||
'''Prerequisite:''' Have a patron; Cutthroat Tactics talent | |||
Activation: | |||
In social circles where rumors swirl and eddy, your patron’s | |||
name creates vast ripples. | |||
When you make a test to spread misinformation | |||
or gather rumors, you can spend 2 focus to add an | |||
Opportunity to the result. | |||
Additionally, when you acquire this talent, gain a | |||
utility expertise in Scandal. | |||
Set at Odds | |||
'''Prerequisite:''' Leadership 3+; Baleful talent | |||
Activation: | |||
Envy, greed, suspicion—to you, these are mere tools, useful | |||
for igniting rivalries between rival factions or dividing your | |||
foes in the heat of battle. | |||
Choose two or more characters you can influence and | |||
spend that much focus to seed division among them. | |||
Describe a potential source of conflict (such as suspicion | |||
or jealousy), then make a Leadership test (DC equals | |||
highest Spiritual defense among those targets). On a | |||
success, you influence each target to become hostile | |||
toward the other targets, which sparks an argument, | |||
combat, or other conflict until they find a way to | |||
resolve it. | |||
A target can resist this influence, but after they | |||
do, they lose additional focus equal to your ranks in | |||
Leadership. If only some of the targets resist influence, | |||
the others remain hostile, but their conflict might | |||
become easier to resolve. | |||
Shrewd Command | |||
'''Prerequisite:''' Leadership 2+; Rumormonger talent | |||
Activation: | |||
With a biting word or strategic glance, you cut to the heart | |||
of a conversation. | |||
Before you make a Deception, Insight, 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). | |||
Tactical Ploy | |||
'''Prerequisite:''' Decisive Command key talent | |||
Activation: | |||
Through clever omissions and false implications, you under- | |||
mine your enemy’s confidence and force them to question their | |||
own defenses. | |||
Make a Deception test against the Cognitive defense of | |||
an enemy you can influence. On a success, your target | |||
loses one and gains a disadvantage on their next | |||
cognitive or spiritual test. | |||
A target can resist this influence, but after they do, | |||
you gain an advantage on your next test targeting them | |||
before the end of your next turn. | |||
Well Dressed (Politico) | |||
'''Prerequisite:''' Rumormonger talent | |||
Activation: | |||
You cleverly match your outfits to the occasion, always | |||
making the perfect statement. | |||
While visibly wearing Presentable armor or fashionable | |||
clothing, you gain an advantage on the first Deception, | |||
Leadership, or Persuasion test you make during | |||
each scene. | |||
Additionally, when you acquire this talent, gain | |||
a cultural expertise in Fashion. | |||