Hunter: Difference between revisions
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=== Mighty === | === Mighty === | ||
'''Prerequisite:''' [[Hunter#Cold Eyes|Cold Eyes]]<br> | '''Prerequisite:''' [[Hunter#Cold Eyes|Cold Eyes]]<br> | ||
'''Activation: | '''Activation:''' Always Active<br> | ||
''You deliver your swings, punches, and kicks with practiced efficiency.''<br> | ''You deliver your swings, punches, and kicks with practiced efficiency.''<br> | ||
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.<br> | 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.<br> | ||
Revision as of 14:41, 24 September 2026
Hunter
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.
Starting Skill: Perception. If you choose Hunter as your starting path, gain a free skill rank in Perception.
Seek Quarry (Hunter Talent)
Prerequisite: None.
Activation: Special Activation
Once you’ve found your prey’s trail, you unrelentingly pursue them and study their movements across the harshest of terrain.<br.
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
you choose to end this effect as a Free Action or select a new quarry.
Additionally, you gain an advantage on tests made to find, attack, or study your quarry (such as the Gain Advantage action).
Leads to:
Archer
Backstep
Prerequisite: Agility 2+; Steady Aim
Activation: Free Action
You’ve learned to fire then fade into Drakomere's harsh battlefields, keeping a safe distance from heavily armed enemies who might force hand-to-hand combat.
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.
Combat Training
Prerequisite: Seek Quarry key talent
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: Steady Aim
Exploit Weakness
Prerequisite: Perception 3+; Sharp Eye
Activation: Free Action
You study your quarry’s gait, posture, and movements, homing in on their weaknesses to bring them down for good.
Use the Gain Advantage action as a Free Action, targeting only your quarry.
Hardy
Prerequisite: Steady Aim
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: Unrelenting Salvo
Sharp Eye
Prerequisite: Tagging Shot
Activation: Special Activation
Your practiced eye discerns the strengths and vulnerabilities of your foes—especially your chosen quarry.
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:
- The target’s lowest attribute score.
- The target’s lowest defense.
- Whether the target has lost more than half of their maximum health, focus, or Resonance (choose one).
Leads to: Exploit Weakness
Steady Aim
Prerequisite: Agility 1+; Combat Training
'Activation: 1 Action
Your shot finds its mark even across dizzying distances.
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.
Leads to: Backstep, Hardy
Tagging Shot
Prerequisite: Perception 2+; Seek Quarry key talent
Activation: 3 Actions
Your careful shot wounds your target, causing them to leave behind a trail of blood, staggering footprints, or other marks of passage.
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 Seek Quarry talent.
Leads to: Sharp Eye
Unrelenting Salvo
Prerequisite: Agility 3+; Hardy
Activation: Always Active
Drawing the bowstring with impressive speed, you fire again, using your first arrow’s path as your guide.
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.
Assassin
Cold Eyes
Prerequisite: Shadowing
Activation: Always Active
As you eliminate one target, your gaze instinctively slides to the next threat.
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 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.
Leads to: Mighty, Swift Strikes
Fatal Thrust
Prerequisite: Perception 3+; Startling Blow
Activation: 2 Actions
You aim for your foe’s vitals with callous finesse, hoping to bring the fight to an end before it begins.
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.
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.
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.
Killing Edge
Prerequisite: Perception 2+; Seek Quarry key talent
Activation: Always Active
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.
When you acquire this talent, gain weapon expertises in Knives and Slings.
Additionally, while you wield a knife or sling, it also has the Deadly and Quickdraw expert traits for you.
Leads to: Shadowing
Mighty
Prerequisite: Cold Eyes
Activation: Always Active
You deliver your swings, punches, and kicks with practiced efficiency.
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.
Shadowing
Prerequisite: Stealth 2+; Killing Edge
Activation: Special Activation
You silently skulk toward your target, using cover, crowds, or other camouflage to remain unseen until it’s too late.
You gain an advantage on tests to avoid being sensed by your quarry, and your quarry gains a disadvantage on tests to sense you.
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 Seek Quarry talent.
Leads to: Cold Eyes, Sidestep
Sidestep
Prerequisite: Stealth 3+; Shadowing
Activation: Special Activation
Sliding like a shadow, you flit past your foes’ strikes and evade blows that seem certain to connect.
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
armor with a deflect value of 2 or higher.
Startling Blow
Prerequisite: Stealth 1+; Seek Quarry key talent
Activation: 1 Action
You unexpectedly strike at your target’s weak point, dizzying your target and creating an opening for your next attack.
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.
Leads to: Fatal Thrust
Swift Strikes
Prerequisite: Cold Eyes
Activation: 1 Action
You instinctively follow the tempo of battle, keeping the pressure on your foes at critical moments.
Spend 1 focus to make a second Strike action with a hand you already used for a Strike this turn.