Agent: Difference between revisions
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=== Defiant Glare === | === Defiant Glare === | ||
'''Prerequisite:''' Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]] | '''Prerequisite:''' Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]<br> | ||
'''Activation:''' 1 Action | '''Activation:''' 1 Action | ||
''The spark of rebellion burns bright in you, undermining your enemy’s authority and wearing them down.'' | ''The spark of rebellion burns bright in you, undermining your enemy’s authority and wearing them down.'' | ||
Revision as of 16:56, 24 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 Acivation
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:
- Get 'Em Talking & Watchful Eye (Investigator)
- Defiant Glare & True Grit (Rebel)
- Sure Outcome & Plausible Excuse (Spy)
- Risky Behavior & Cheap Shot (Thief)
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
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