Leader: Difference between revisions

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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.