Leader
Leader
You lead.
Starting Skill: Leadership. If you choose Leader as your starting path, gain a free skill rank in Leadership.
Decisive Command (Leader Key)
Prerequisite: None.
Activation: 1 Action
Your voice carries the certainty of steel and your tactical acumen is renowned. This battle-won wisdom benefits those who listen.
When you acquire this talent, gain a command die, which begins as a d4.
Spend 1 focus to choose an ally you can influence within 20 feet of you. The next time they make a test before the end of their next turn, they can roll your command die along with the other dice for that test. After rolling, they can choose one die roll from that test, other than the plot die, and add the command die to
that roll.
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.
Leads to:
- Biting Remarks & Well Dressed (Bard)
- Composed & Stand Together (Beacon)
- Calculated Maneuver & Through the Fray (Commandant)
- Combat Coordination & Valiant Intervention (Champion)
- Master Plan & Composed (Mastermind)
- Composed & Through the Fray (Officer)
- Cutthroat Tactics & Tactical Ploy (Politico)
Bard
Champion
Combat Coordination
Prerequisite: Leadership 2+; Decisive Command key talent
Activation: Free Action
You lead through action, bolstering your allies with the momentum of your blows.
After you use the Strike action, use Decisive Command as a Free Action. If your Strike didn’t hit, you also don’t have to spend the usual focus for Decisive Command.
Leads to: Imposing Posture
Demonstrative Command
Prerequisite: Leadership 2+; Resolute Stand
Activation: Special Activation
You set an example from the front, applying your advice to your own actions.
Before you make an Athletics, Agility, 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).
Hardy
Prerequisite: Valiant Intervention
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: Resolute Command
Imposing Posture
Prerequisite: Athletics 2+; Combat Coordination
Activation: Always Active
On and off the battlefield, your powerful physique sends a clear message to your foes.
After an enemy resists your influence while within your weapon’s reach, they become Disoriented until the end of their next turn.
Leads to: Mighty
Mighty
Prerequisite: Imposing Posture
'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.
Resilient Hero
Prerequisite: Athletics 3+; Resolute Stand
Activation: Reaction
You summon your last reserves and press forward despite grievous wounds.
Once per scene, before you are reduced to 0 health, you can use this reaction to instead change your health to equal your Athletics modifier.
Resolute Stand
Prerequisite: Athletics 1+; Hardy
Activation: Special Activation
You project resolve, and even powerful groups of opponents find it hard to focus their attention elsewhere.
When you use your Valiant Intervention, you can spend focus up to your ranks in Leadership to target that many additional characters.
Additionally, after you affect a target with Valiant Intervention, they can’t make Reactive Strikes against your allies until the end of that target’s next turn.
Leads to: Demonstrative Command, Resilient Hero
Valiant Intervention
Prerequisite: Athletics 1+; Decisive Command key talent
Activation: 1 Action
You dauntlessly approach your opposition, daring them to ignore you at their peril.
Spend 1 focus to move up to 10 feet, then make an Athletics test against the Spiritual defense of an enemy you can influence. On a success, they gain a disadvantage on tests against your allies until the end of the target’s next turn.
A target can resist this influence, but after they do, you gain an advantage on your next test against them until the end of your next turn.
Leads to: Hardy