Agent: Difference between revisions
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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.<br> | 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.<br> | ||
'''Starting Skill: Insight.''' If you choose Agent as your starting path, gain a free skill rank in Insight. | '''Starting Skill: Insight.''' If you choose Agent as your starting path, gain a free skill rank in Insight. | ||
=== Opportunist (Agent Talent) === | === Opportunist (Agent Talent) === | ||
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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.<br> | 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.<br> | ||
'''Leads to:'''<br> | '''Leads to:'''<br> | ||
*[[Agent#Explosive Hobbyist|Explosive Hobbyist]] & [[Agent#Blast Rider|Blast Rider]] ([[Agent#Demolitionist|Demolitionist]]) | |||
*[[Agent#Get 'Em Talking|Get 'Em Talking]] & [[Agent#Watchful Eye|Watchful Eye]] ([[Agent#Investigator|Investigator]]) | *[[Agent#Get 'Em Talking|Get 'Em Talking]] & [[Agent#Watchful Eye|Watchful Eye]] ([[Agent#Investigator|Investigator]]) | ||
*[[Agent #Defiant Glare|Defiant Glare]] & [[Agent#True Grit|True Grit]] ([[Agent#Rebel|Rebel]]) | *[[Agent #Defiant Glare|Defiant Glare]] & [[Agent#True Grit|True Grit]] ([[Agent#Rebel|Rebel]]) | ||
*[[Agent#Sure Outcome|Sure Outcome]] & [[Agent#Plausible Excuse|Plausible Excuse]] ([[Agent#Spy|Spy]]) | *[[Agent#Sure Outcome|Sure Outcome]] & [[Agent#Plausible Excuse|Plausible Excuse]] ([[Agent#Spy|Spy]]) | ||
*[[Agent#Risky Behavior|Risky Behavior]] & [[Agent#Cheap Shot|Cheap Shot]] ([[Agent#Thief|Thief]]) | *[[Agent#Risky Behavior|Risky Behavior]] & [[Agent#Cheap Shot|Cheap Shot]] ([[Agent#Thief|Thief]]) | ||
== Demolitionist == | |||
=== Blast Rider === | |||
'''Prerequisite:''' [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]<br> | |||
'''Activation:''' Special Activation<br> | |||
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't affected. You can spend an Opportunity to instead launch through the air for this movement.<br> | |||
'''Leads to:''' [[Agent#Pulse of Battle|Pulse of Battle]]<br> | |||
=== Boom Country === | |||
'''Prerequisite:''' Crafting 3+; [[Agent#Hardy (Demolitionist)|Hardy]]<br> | |||
'''Activation:''' Special Activation<br> | |||
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.<br> | |||
=== Bring Down the House === | |||
'''Prerequisite:''' Deduction 2+; [[Agent#Weakpoint|Weakpoint]]<br> | |||
'''Activation:''' Always Active<br> | |||
Analyze your environment and state a goal you could potentially accomplish with explosives (scuttle a ship, launch over a chasm, topple a statue, etc.).<br> | |||
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'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.<br> | |||
=== Explosive Hobbyist === | |||
'''Prerequisite:''' Crafting 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]<br> | |||
'''Activation:''' Special Activation<br> | |||
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'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'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.<br> | |||
[[Agent#Weakpoint|Weakpoint]]<br> | |||
=== Hardy (Demolitionist) === | |||
'''Prerequisite:''' [[Agent#Cover Story|Cover Story]]<br> | |||
'''Activation:''' Always Active<br> | |||
''You’ve trained your body to endure pain and fatigue, keeping you in the fight until the bitter end.''<br> | |||
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.<br> | |||
'''Leads to:''' [[Agent#Boom Country|Boom Country]], [[Agent#In the Chaos|In the Chaos]]<br> | |||
=== In the Chaos === | |||
'''Prerequisite:''' Deduction 2+; [[Agent#Hardy (Demolitionist)|Hardy]]<br> | |||
'''Activation:''' Special Activation<br> | |||
[[Agent#Blast Rider|Blast Rider]] triggers even if you aren'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. | |||
=== Pulse of Battle === | |||
'''Prerequisite:''' [[Agent#Blast Rider|Blast Rider]]<br> | |||
'''Activation:''' Special Activation<br> | |||
''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.''<br> | |||
Before you’re grazed by an attack, you can choose one of the following effects (no action needed):<br> | |||
*Increase your deflect value against that attack by 1, and recover 1 focus. | |||
*Spend 2 focus to gain an additional Reaction.<br> | |||
=== Weakpoint === | |||
'''Prerequisite:''' Heavy Weaponry 2+; [[Agent#Explosive Hobbyist|Explosive Hobbyist]]<br> | |||
'''Activation:''' Special Activation<br> | |||
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.<br> | |||
'''Leads to:''' [[Agent#Bring Down the House|Bring Down the House]]<br> | |||
== Investigator == | == Investigator == | ||
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''With a severe stare, you crack the resolve of all but the most composed adversaries.'' | ''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> | To resist your influence, a character must spend additional focus equal to your tier.<br> | ||
'''Leads to:''' [[Agent#Hardy|Hardy]]<br> | '''Leads to:''' [[Agent#Hardy (Investigator)|Hardy]]<br> | ||
=== Close the Case === | === Close the Case === | ||
'''Prerequisite:''' Deduction 3+; [[Agent#Hardy|Hardy]]<br> | '''Prerequisite:''' Deduction 3+; [[Agent#Hardy (Investigator)|Hardy]]<br> | ||
'''Activation:''' 3 Actions<br> | '''Activation:''' 3 Actions<br> | ||
''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.''<br> | ''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.''<br> | ||
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'''Leads to:''' [[Agent#Baleful|Baleful]]<br> | '''Leads to:''' [[Agent#Baleful|Baleful]]<br> | ||
=== Hardy === | === Hardy (Investigator) === | ||
'''Prerequisite:''' [[Agent#Baleful|Baleful]]<br> | '''Prerequisite:''' [[Agent#Baleful|Baleful]]<br> | ||
'''Activation:''' Always Active<br> | '''Activation:''' Always Active<br> | ||
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=== Sleuth’s Instincts === | === Sleuth’s Instincts === | ||
'''Prerequisite:''' Deduction 3+; [[Agent#Hardy|Hardy]]<br> | '''Prerequisite:''' Deduction 3+; [[Agent#Hardy (Investigator)|Hardy]]<br> | ||
'''Activation:''' Always Active<br> | '''Activation:''' Always Active<br> | ||
''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.''<br> | ''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.''<br> | ||
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communities you use this identity to move through and what its reputation is within those communities.<br> | communities you use this identity to move through and what its reputation is within those communities.<br> | ||
Additionally, when you acquire this talent, gain a cultural expertise relevant to your false identity’s culture.<br> | Additionally, when you acquire this talent, gain a cultural expertise relevant to your false identity’s culture.<br> | ||
'''Leads to:''' [[Agent#High Society Contacts|High Society Contacts]], [[ | '''Leads to:''' [[Agent#High Society Contacts|High Society Contacts]], [[Agent#Mighty|Mighty]], [[Agent#Subtle Takedown|Subtle Takedown]]<br> | ||
=== High Society Contacts === | === High Society Contacts === | ||
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'''Activation:''' Special Activation<br> | '''Activation:''' Special Activation<br> | ||
''You know poise is essential to any disguise, and you can change your perceived persona simply by altering your gait and presence.''<br> | ''You know poise is essential to any disguise, and you can change your perceived persona simply by altering your gait and presence.''<br> | ||
When you attempt to disguise yourself, you can | 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.<br> | ||
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.<br> | 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.<br> | ||
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=== Plausible Excuse === | === Plausible Excuse === | ||
'''Prerequisite: Deception 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]<br> | '''Prerequisite:''' Deception 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]<br> | ||
'''Activation:''' Reaction<br> | '''Activation:''' Reaction<br> | ||
''Years of covert operations have taught you to dissemble on the spot, concocting a reasonable excuse for the most incriminating of behavior.''<br> | ''Years of covert operations have taught you to dissemble on the spot, concocting a reasonable excuse for the most incriminating of behavior.''<br> | ||
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=== Subtle Takedown === | === Subtle Takedown === | ||
'''Prerequisite:''' Insight 3+; [[Agent#Cover Story|Cover Story]] | '''Prerequisite:''' Insight 3+; [[Agent#Cover Story|Cover Story]]<br> | ||
'''Activation:''' 2 Actions<br> | '''Activation:''' 2 Actions<br> | ||
''You swiftly strike at your target’s throat, knees, or another vulnerable area. Before the target can cry out, they are silenced.''<br> | ''You swiftly strike at your target’s throat, knees, or another vulnerable area. Before the target can cry out, they are silenced.''<br> | ||
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'''Activation:''' 1 Action<br> | '''Activation:''' 1 Action<br> | ||
''You know exactly where to strike to leave your foe reeling in pain. Some might not view it as sporting, but it certainly works.''<br> | ''You know exactly where to strike to leave your foe reeling in pain. Some might not view it as sporting, but it certainly works.''<br> | ||
While you have a hand free, spend 1 focus to make an unarmed attack using | 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.<br> | ||
'''Leads to:''' [[Agent#Surefooted|Surefooted]]<br> | '''Leads to:''' [[Agent#Surefooted|Surefooted]]<br> | ||
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=== Fast Talker === | === Fast Talker === | ||
'''Prerequisite:''' Insight 3+; [[Agent#Double Down|Double Down]] | '''Prerequisite:''' Insight 3+; [[Agent#Double Down|Double Down]]<br> | ||
'''Activation:''' Free Action<br> | '''Activation:''' Free Action<br> | ||
''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.''<br> | ''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.''<br> | ||
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=== Shadow Step === | === Shadow Step === | ||
'''Prerequisite:''' | '''Prerequisite:''' Finesse 3+; [[Agent#Surefooted|Surefooted]]<br> | ||
'''Activation:''' Free Action<br> | '''Activation:''' Free Action<br> | ||
''You know every con artist’s trick for avoiding comeuppance, and you can slip from sight with ease.''<br> | ''You know every con artist’s trick for avoiding comeuppance, and you can slip from sight with ease.''<br> | ||
After you Disengage, you can spend 2 focus to make a | 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).<br> | ||
If you succeed against an enemy, you’re hidden as if you’d succeeded on a Stealth test to hide from them.<br> | If you succeed against an enemy, you’re hidden as if you’d succeeded on a Stealth test to hide from them.<br> | ||
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=== Trickster’s Hand === | === Trickster’s Hand === | ||
'''Prerequisite:''' | '''Prerequisite:''' Finesse 3+; [[Agent#Surefooted|Surefooted]]<br> | ||
'''Activation:''' Free Action<br> | '''Activation:''' Free Action<br> | ||
''You execute your acts of skulduggery with such subtlety and dexterity that your marks struggle to follow.''<br> | ''You execute your acts of skulduggery with such subtlety and dexterity that your marks struggle to follow.''<br> | ||
Latest revision as of 17:25, 26 September 2026
Agent
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.
Starting Skill: Insight. If you choose Agent as your starting path, gain a free skill rank in Insight.
Opportunist (Agent Talent)
Prerequisite: None.
Activation: Special Activation
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.
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.
Leads to:
- Explosive Hobbyist & Blast Rider (Demolitionist)
- Get 'Em Talking & Watchful Eye (Investigator)
- Defiant Glare & True Grit (Rebel)
- Sure Outcome & Plausible Excuse (Spy)
- Risky Behavior & Cheap Shot (Thief)
Demolitionist
Blast Rider
Prerequisite: Opportunity key talent
Activation: Special Activation
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't affected. You can spend an Opportunity to instead launch through the air for this movement.
Leads to: Pulse of Battle
Boom Country
Prerequisite: Crafting 3+; Hardy
Activation: Special Activation
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.
Bring Down the House
Prerequisite: Deduction 2+; Weakpoint
Activation: Always Active
Analyze your environment and state a goal you could potentially accomplish with explosives (scuttle a ship, launch over a chasm, topple a statue, etc.).
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'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.
Explosive Hobbyist
Prerequisite: Crafting 1+; Opportunity key talent
Activation: Special Activation
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'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'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.
Weakpoint
Hardy (Demolitionist)
Prerequisite: Cover Story
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: Boom Country, In the Chaos
In the Chaos
Prerequisite: Deduction 2+; Hardy
Activation: Special Activation
Blast Rider triggers even if you aren'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.
Pulse of Battle
Prerequisite: Blast Rider
Activation: Special Activation
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.
Before you’re grazed by an attack, you can choose one of the following effects (no action needed):
- Increase your deflect value against that attack by 1, and recover 1 focus.
- Spend 2 focus to gain an additional Reaction.
Weakpoint
Prerequisite: Heavy Weaponry 2+; Explosive Hobbyist
Activation: Special Activation
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.
Leads to: Bring Down the House
Investigator
Baleful
Prerequisite: Get 'Em Talking
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.
Leads to: Hardy
Close the Case
Prerequisite: Deduction 3+; Hardy
Activation: 3 Actions
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.
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.
On a failure, the target gains an advantage on all tests against you until the end of their next turn.
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.
Gather Evidence
Prerequisite: Insight 2+; Quick Analysis
Activation: Always Active
Observing clues in your environment, you slowly but surely build a mental model of the mysteries before you.
After you succeed on a cognitive test against another character, you become Focused until the end of your next turn.
Additionally, when you acquire this talent, gain a utility expertise in Legal Codes.
Get ’Em Talking
Prerequisite: Insight 2+; Opportunity key talent
Activation: 2 Actions
With a leading question or cutting remark, you goad others into revealing their motives.
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.
Leads to: Baleful
Hardy (Investigator)
Prerequisite: Baleful
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: Close the Case, Sleuth's Instincts
Quick Analysis
Prerequisite: Watchful Eye
Activation: Free Action
Your mind quickly files and organizes data, and you swiftly act on that information while under pressure.
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.
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.
Leads to: Gather Evidence
Sleuth’s Instincts
Prerequisite: Deduction 3+; Hardy
Activation: Always Active
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.
You gain an advantage on cognitive tests against a character whose motivation you know; you might learn this motivation from the Get 'Em Talking talent, or from other activities such as researching them.
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).
Watchful Eye
Prerequisite: Deduction 1+; Opportunity key talent
Activation: Reaction
Allies can be an asset or a liability, so you keep an eye on them for their protection and yours.
When a willing ally you can influence within 20 feet of you rolls a plot die, you can use this reaction to use Opportunity on that plot die as if it were your own.
Leads to: Quick Analysis
Rebel
Combat Training
Prerequisite: Defiant Glare
Activation: Special Activation
You’ve been trained in the basics of weaponry and elementary battle tactics.
Once per round, when you miss on a weapon attack, you can graze one target without spending focus.
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.
Leads to: Merciless
Defiant Glare
Prerequisite: Insight 2+; Opportunity key talent
Activation: 1 Action
The spark of rebellion burns bright in you, undermining your enemy’s authority and wearing them down.
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].
Leads to: Combat Training
Leverage Dissent
Prerequisite: Raise the Banner
Activation: Always Active
Your voice is clear through the commotion of a crowd, convincing others to rise up and take action.
When you roll a Complication on the plot die, add your ranks in Leadership to the bonus you receive.
Additionally, when you acquire this talent, gain a utility expertise in Public Speaking.
Leads to: Martyr's Boon, Through the Grapevine
Martyr’s Boon
Prerequisite: Leadership 3+; Leverage Dissent
Activation: Always Active
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.
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.
Merciless
Prerequisite: Combat Training
Activation: Always Active
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.
You gain an advantage on attack tests against targets who are Exhausted, Immobilized, or Restrained.
Raise the Banner
Prerequisite: Leadership 2+; True Grit
Activation: Always Active
United under a momentous cause, you inspire your fellow insurgents by deftly supporting them in time of need.
When you use the Aid reaction on an ally, they recover 1 focus.
Leads to: Leverage Dissent
Through the Grapevine
Prerequisite: Insight 3+; Leverage Dissent
Activation: Special Activation
With connections in high and low places, you gather information and reinforcements that could prove invaluable to your cause.
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.
True Grit
Prerequisite: Leadership 1+: Opportunity key talent
Activation: Always Active
You thrive amid chaos. When others would be flustered by unexpected problems, you press on with renewed focus.
After you or an ally within 20 feet of you gain a Complication, you recover 1 focus.
Leads to: Raise the Banner
Spy
Collected
Prerequisite: Sure Outcome
Activation: Always Active
You remain mindful of your immediate goals without losing sight of your deeper value, keeping you even-keeled amid chaos.
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2.
Cover Story
Prerequisite: Plausible Excuse
Activation: Always Active
By spinning vague rumors into popular gossip, you’ve created a false identity to inhabit.'
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
communities you use this identity to move through and what its reputation is within those communities.
Additionally, when you acquire this talent, gain a cultural expertise relevant to your false identity’s culture.
Leads to: High Society Contacts, Mighty, Subtle Takedown
High Society Contacts
Prerequisite: Have a patron who is part of high
society; Cover Story
Activation: Special Activation
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.
When you make a test to interact socially in high society, you can spend 2 focus to add an Opportunity to the result.
Additionally, when you acquire this talent, gain a cultural expertise in High Society.
Mercurial Facade
Prerequisite: Deception 3+; Subtle Takedown
Activation: Special Activation
You know poise is essential to any disguise, and you can change your perceived persona simply by altering your gait and presence.
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.
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.
Mighty
Prerequisite: Cover Story
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.
Plausible Excuse
Prerequisite: Deception 1+; Opportunity key talent
Activation: Reaction
Years of covert operations have taught you to dissemble on the spot, concocting a reasonable excuse for the most incriminating of behavior.
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.
You influence each character who can sense you to believe your excuse.
A character can resist this influence, but after they do, they lose additional focus equal to your ranks in Deception.
Additionally, when you acquire this talent, gain a utility expertise in Sleight of Hand.
Leads to: Cover Story
Subtle Takedown
Prerequisite: Insight 3+; Cover Story
Activation: 2 Actions
You swiftly strike at your target’s throat, knees, or another vulnerable area. Before the target can cry out, they are silenced.
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.
Leads to: Mercurial Facade
Sure Outcome
Prerequisite: Insight 2+; Opportunity key talent
'Activation: Special Activation
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.
When you use your Opportunity talent, instead of
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.
Leads to: Collected
Thief
Cheap Shot
Prerequisite: Opportunity key talent
Activation: 1 Action
You know exactly where to strike to leave your foe reeling in pain. Some might not view it as sporting, but it certainly works.
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.
Leads to: Surefooted
Double Down
Prerequisite: Risky Behavior
Activation: Special Activation
When you decide to take a risk, you commit fully in pursuit of the greatest reward.
After you use your 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.
Leads to: Fast Talker, Underworld Contacts
Fast Talker
Prerequisite: Insight 3+; Double Down
Activation: Free Action
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.
Spend 2 focus to gain 2 Actions, which you can only use to make spiritual skill tests via the following actions:
Use a Skill, Gain Advantage, or an action from any Agent talent.
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.
Risky Behavior
Prerequisite: Insight 2+; Opportunity key talent
Activation:
You know that risk and reward are inseparable traveling companions, and you love seeing where this pair takes you.
Before you make a test, you can spend 1 focus to raise the stakes.
Leads to:Double Down
Shadow Step
Prerequisite: Finesse 3+; Surefooted
Activation: Free Action
You know every con artist’s trick for avoiding comeuppance, and you can slip from sight with ease.
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).
If you succeed against an enemy, you’re hidden as if you’d succeeded on a Stealth test to hide from them.
Surefooted
Prerequisite: Cheap Shot
Activation: Always Active
You move through treacherous terrain with confidence and speed.
When you acquire this talent, increase your movement rate by 10.
Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.
Leads to: Shadow Step, Trickster's Hand
Trickster’s Hand
Prerequisite: Finesse 3+; Surefooted
Activation: Free Action
You execute your acts of skulduggery with such subtlety and dexterity that your marks struggle to follow.
Spend 2 focus to gain 2 Actions, which you can only use to make physical skill tests via the following actions:
Use a Skill, Gain Advantage, or an action from any Agent talent.
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.
Underworld Contacts
Prerequisite: Have a patron or follower who is
a member of the criminal underworld; Double Down
Activation: Special Activation
When you travel in circles of ill repute, your patron or follower’s name carries remarkable weight.
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.
Additionally, when you acquire this talent, gain a utility expertise in Criminal Groups.