# Games > Cosmere > Stormlight > Character > Heroic Paths
*from Chapter 4 — p.69-121*
- All Heroic talents form a graph with six root nodes called "Key Talents", each of which have six child talents.
- Some talents appear in multiple paths (same name). If you have one, you are considered to have it in all paths.
- If a talent grants an expertise you already have, choose another from same category (with GM's permission).
- If a talent gives you a particular goal, you must complete that goal before choosing later talents in that tree.
## Paths
| **Path** | **Specialties** | Theme | **Starting Skill** | Key Talent | Action | Key Talent Summary |
| :---------: | :--------------------------------: | ---------------------------------------------------------------------------- | :----------------: | :------------------: | :----: | ------------------------------------------------------------------------------------------------------------- |
| **Agent** | Investigator, Spy, Thief | A talented operative who solves problems with a keen mind or deft hand. | *Insight* | **Opportunist** | ★ | 1/rd: Reroll plot die. |
| **Envoy** | Diplomat, Faithful, Mentor | An insightful negotiator who adeptly influences others. | *Discipline* | **Rousing Presence** | ▶ | ally becomes Determined until EoS |
| **Hunter** | Archer, Assassin, Tracker | A skilled sharpshooter and outdoorsperson who seeks and eliminates problems. | *Perception* | **Seek Quarry** | ★ | 1m mental prep → adv on tests to find \| attack \| study target until you end effect (▷) or choose new target |
| **Leader** | Champion, Officer, Politico | A poised commander who directs and guides others to be their best. | *Leadership* | **Decisive Command** | ▶ | 1 FP → willing ally wi/20' adds Command Die (initially d4) to a test roll (until EoTNT) |
| **Scholar** | Artifabrian, Strategist, Surgeon | An adroit thinker who excels at planning and building. | *Lore* | **Erudition** | ★ | +1 cultural \| utility expertise and +1 rank → 2x Cognitive; long rest w/library to reallocate |
| **Warrior** | Duelist, Shardbearer, Soldier | A fighter who relies on their skill, brute strength, or indomitable will. | *Athletics* | **Vigilant Stance** | ▶ | -1 FP for Dodge \| Reactive Strike; enter another stance as ▷ |
## Talents
---
### Agent
| Name | Action | Effect |
| --------------- | :----: | ----------------------- |
| **Opportunist** | ★ | 1/rd: Reroll plot die. |
###### Investigator
| Name | Prerequisites | Action | Effect |
| ----------------------- | :-----------: | :----: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Watchful Eye** | Deduction 1+ | ↻ | use Opportunist on willing ally wi/20' |
| — Quick Analysis | - | ▷ | 2 FP → gain ▶▶ for Cognitive tests w/Use a Skill \| Gain Advantage \| Agent talent actions |
| —— Gather Evidence | Insight 2+ | ∞ | • gain Legal Codes expertise<br>• after success on opposed Cognitive test: become Focused until EoNT |
| **Get 'Em Talking** | Insight 2+ | ▶▶ | 1 FP → Deduction vs Spiritual of influenceable to learn motivation; until EoS, can RtS on tests to leverage motivation |
| — Baleful | - | ∞ | resisting your influence costs additional FP = tier<br>*Also under: LEADER > Cutthroat Tactics > Rumormonger* |
| —— Hardy | - | ∞ | **+1 HP / level**<br>*Also under: HUNTER > Combat Training > Steady Aim, LEADER > Valiant Intervention, WARRIOR > Combat Training* |
| ——— Sleuth's Instincts | Deduction 3+ | ∞ | vs characters w/known motivation: adv on Cognitive tests and detect lies |
| ——— Close the Case | Deduction 3+ | ▶▶▶ | 1/sc: 3 FP → Deduction vs Cognitive of influenceable<br>• adv if you know their motivation, else disadv<br>• success: they back down; failure: they gain adv on tests vs you until EoTNT |
###### Spy
| Name | Prerequisites | Action | Effect |
| ------------------------- | :--------------------: | :----: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Sure Outcome** | Insight 2+ | ★ | when Opportunist: 2 FP → change 🔵 to 🔴4 or 🔴 to 🔵 |
| — Collected | - | ∞ | +2 Cognitive & Spiritual defense<br>*Also under: ENVOY, SCHOLAR > Emotional Intelligence* |
| **Plausible Excuse** | Deception 1+ | ↻ | • gain Sleight of Hand expertise<br>• when discovered skulking: 2 FP → feign innocence (chars who resist lose FP = Deception) |
| — Cover Story | - | ∞ | gain false identity and a relevant cultural expertise |
| —— Subtle Takedown | Insight 3+ | ▶▶ | unarmed attack using Insight vs Cognitive of character who is <= your size and who is Surprised \| doesn't sense you \| doesn't view you as a threat:<br>• can't communicate until EoTNT<br>• RtS; 🔵 → Grapple as ▷ w/autosucceed (also Prone) |
| ——— Mercurial Facade | Deception 3+ | ★ | • can use Deception instead of Thievery to disguise self<br>• first character to see through disguise is Surprised until EoNT |
| —— Mighty | - | ∞ | when you hit: +dmg (1 + tier / ▶)<br>*Also under: ENVOY > Practical Demonstration, HUNTER > Killing Edge > Shadowing > Cold Eyes, LEADER > Combat Coordination > Imposing Posture, WARRIOR > Stonestance* |
| —— High Society Contacts | Patron in high society | ★ | • gain High Society expertise<br>• when in high society: 2 FP → add 🔵 to a test<br>*Also under: ENVOY > Steadfast Challenge > Well Dressed* |
###### Thief
| Name | Prerequisites | Action | Effect |
| ----------------------- | :---------------------------------------: | :----: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Risky Behavior** | Insight 2+ | ★ | 1 FP → RtS |
| — Double Down | - | ★ | Opportunist: may reroll once more, but 🔴 = -2 FP |
| —— Fast Talker | Insight 3+ | ▷ | 2 FP → gain ▶▶ for Spiritual tests w/Use a Skill \| Gain Advantage \| Agent talent actions |
| —— Underworld Contacts | Patron or follower in criminal underworld | ★ | • gain Criminal Groups expertise<br>• 2 FP → add 🔵 to social test vs criminals |
| **Cheap Shot** | - | ▶ | 1 FP → unarmed attack w/Thievery vs Cognitive of <= your size: RtS and...<br>on hit: target is Stunned until EoTNT and<br>on hit \| graze: 🔵 → steal one item |
| — Surefooted | - | ∞ | • +10' movement<br>• dmg from falling \| dangerous terrain reduced by 2x tier<br>*Also under: HUNTER > Deadly Trap > Experienced Trapper, WARRIOR > Practiced Kata > Ironstance* |
| —— Shadow Step | Thievery 3+ | ▷ | Disengage: 2 FP → Thievery vs each enemy’s Cognitive to hide from them (adv if cover or obscured) |
| —— Trickster's Hand | Thievery 3+ | ▷ | 2 FP → gain ▶▶ for Physical tests w/Use a Skill \| Gain Advantage \| Agent talent actions |
---
### Envoy
| Name | Action | Effect |
| -------------------- | :----: | --------------------------------- |
| **Rousing Presence** | ▶ | ally becomes Determined until EoS |
###### Diplomat
| Name | Prerequisites | Action | Effect |
| ------------------------- | :--------------------: | :----: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| **Steadfast Challenge** | Discipline 1+ | ▶ | 1 FP → Discipline vs Spiritual: Disoriented and disadv vs you until EoTNT |
| — Withering Retort | Discipline 2+ | ↻ | right before attack: Steadfast Challenge and +Discipline → deflect |
| —— Calm Appeal | Discipline 2+ | ★ | • Steadfast Challenge success: 1 FP → pacify until EoS<br>• resisting your Steadfast Challenge costs +Discipline FP |
| ——— Peaceful Solution | Discipline 3+ | ▷ | non-minion enemies pacified: ease tensions and end combat |
| — Well Dressed | - | ★ | • gain Fashion expertise<br>• while Presentable armor \| fashionable clothing: adv on first Deception \| Leadership \| Persuasion in scene<br>*Also under: LEADER > Cutthroat Tactics > Rumormonger* |
| —— High Society Contacts | Patron in high society | ★ | gain High Society expertise<br>• when in high society: 2 FP → add 🔵 to a test<br>*Also under: AGENT > Plausible Excuse > Cover Story* |
| ——— Practiced Oratory | Persuasion 3+ | ★ | Rousing Presence \| Steadfast Challenge: 1..Persuasion FP → add that many targets |
| **Collected** | - | ∞ | +2 Cognitive & Spiritual defense<br>*Also under: AGENT > Sure Outcome, SCHOLAR > Emotional Intelligence* |
###### Faithful
| Name | Prerequisites | Action | Effect |
| --------------------- | :-----------: | :----: | ------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| **Customary Garb** | - | ∞ | +2 Physical / Spiritual defenses when visible wearing Presentable armor or clothing appropriate for your station<br>*Also under: LEADER > Through the Fray* |
| — Devoted Presence | Lore 1+ | ★ | Rousing Presence: 1 FP → remove all of Prone / Slowed / Stunned / Surprised |
| —— Stalwart Presence | Discipline 2+ | ★ | Rousing Presence: 1 FP → +2 to one of target’s defenses |
| ——— Sage Counsel | Lore 3+ | ★ | Aid ally: 1 FP → grant Rousing Presence |
| ——— Inspired Zeal | Discipline 3+ | ★ | ally uses Determined: 1..Discipline other allies recover 1 FP |
| **Galvanize** | - | ▶▶ | 1/sc: ally rolls recovery die → FP |
| — Composed | - | ∞ | **FP += tier**<br>*Also under: LEADER, SCHOLAR > Strategize* |
| — Applied Motivation | Discipline 2+ | ∞ | cause a character to recover FP: they recover additional = 1/2 Lore (rounded up) |
| —— Inspired Zeal | Discipline 3+ | ★ | *see above* |
###### Mentor
| Name | Prerequisites | Action | Effect |
| --------------------------- | :-----------: | :----: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Sound Advice** | - | ↻ | ally fails: 1 FP → Rousing Presence |
| — Lessons in Patience | Discipline 2+ | ∞ | • gain Motivational Speech expertise<br>• Rousing Presence: recovers 1 FP |
| —— Instill Confidence | A companion | ★ | Rousing Presence: can grant Focused instead of Determined |
| ——— Foresight | Discipline 3+ | ∞ | gain additional ↻ at start of combat and each of your turns |
| **Practical Demonstration** | Leadership 1+ | ▷ | hit or Gain Advantage: Rousing Presence |
| — Mighty | - | ∞ | when you hit: +dmg (1 + tier / ▶)<br>*Also under: AGENT > Plausible Excuse > Cover Story, HUNTER > Killing Edge > Shadowing > Cold Eyes, LEADER > Combat Coordination > Imposing Posture, WARRIOR > Stonestance* |
| —— Guiding Oration | Leadership 2+ | ∞ | Gain Advantage: ally wi/10' of target gains adv on next test vs |
| ——— Rallying Shout | Leadership 3+ | ∞ | Rousing Presence: revive Unconscious ally; if 0 HP: they roll their recover die +Leadership |
---
### Hunter
| Name | Action | Effect |
| --------------- | :----: | ------------------------------------------------------------------------------------------------------------------ |
| **Seek Quarry** | ★ | 1m mental prep → adv on tests to find \| attack \| study **quarry** until you end effect (▷) or choose new quarry |
###### Archer
| Name | Prerequisites | Action | Effect |
| ---------------------- | :-----------: | :----: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Tagging Shot** | Perception 2+ | ▶▶▶ | move 0-5' and ranged vs Physical; hit \| graze: target becomes quarry |
| — Sharp Eye | - | ★ | after observe quarry for ▶ or other for 1m: Perception vs Cognitive to learn one of (1) lowest attribute score (2) lowest defense (3) if lost more than half of (a) HP (b) FP (c) IP |
| —— Exploit Weakness | Perception 3+ | ▷ | gain adv vs quarry |
| **Combat Training** | - | ★ | • gain 3 expertises: 1 weapon, 1 armor, and Military Life expertise<br>• 1/rd: graze wo/spending FP<br>*Also under: WARRIOR* |
| — Steady Aim | Agility 1+ | ▶ | until EoT: +50% range and +Perception → dmg |
| —— Backstep | Agility 2+ | ▷ | after ranged attack: 2 FP → Disengage; then, gain Brace if end turn in cover |
| —— Hardy | - | ∞ | **+1 HP / level**<br>*Also under: AGENT > Get 'Em Talking > Baleful, LEADER > Valiant Intervention, WARRIOR > Combat Training* |
| ——— Unrelenting Salvo | Agility 3+ | ∞ | can strike more than 1/rd w/same ranged weapon |
###### Assassin
| Name | Prerequisites | Action | Effect |
| ------------------ | :-----------: | :----: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Startling Blow** | Stealth 1+ | ▶ | unarmed \| improvised vs Cognitive; hit \| graze: Surprised |
| — Fatal Thrust | Perception 3+ | ▶▶ | light melee vs Cognitive of target who is Surprised \| doesn't sense you \| doesn't view you as a threat (+2 adv if weapon is Discreet); +4d4 dmg; -2 injury roll for each maxed dmg die |
| **Killing Edge** | Perception 2+ | ∞ | • gain Knives and Slings expertises<br>• knives and slings gain Deadly and Quickdraw expert traits |
| — Shadowing | Stealth 2+ | ★ | • adv to avoid quarry's notice and disadv for quarry to sense you<br>• succeed vs Spiritual while in cover or obscured: 3 FP → designate as quarry |
| —— Cold Eyes | - | ∞ | defeat quarry: recover 1 FP and choose new quarry |
| ——— Mighty | - | ∞ | when you hit: +dmg (1 + tier / ▶)<br>*also under: AGENT > Plausible Excuse > Cover Story, ENVOY > Practical Demonstration, LEADER > Combat Coordination > Imposing Posture, WARRIOR > Stonestance* |
| ——— Swift Strikes | - | ▶ | 1 FP → second Strike with same hand<br>*lso under: WARRIOR > Combat Training > Hardy* |
| —— Sidestep | Stealth 3+ | ★ | gain additional ↻ to Dodge (including at SoC) while armor deflect < 2 |
###### Tracker
| Name | Prerequisites | Action | Effect |
| ---------------------- | :--------------: | :----: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| **Deadly Trap** | Survival 1+ | ▶▶ | create and conceal trap covering 5' circle within reach; attacks can't graze & have adv if quarry; max active = Survival; can't overlap; search \| disarm DC = Spiritual<br>**Entangling:** Survival vs Cognitive, 2d4 impact, Immobilized 1rd, area becomes difficult terrain until EoS<br>**Impaling:** Survival vs Physical, 2d4 keen, Afflicted (3 + Survival vital dmg) for 1rd, 🔵 → inflict injury |
| — Experienced Trapper | Perception 2+ | ★ | • forage during short rest w/recovery die or other activities; autosuceed on Survival to forage; sustain chars = Survival<br>• forage during long rest to fashion tool<br>• increases Deadly Traps dmg to 2d6 and durations to 2rd |
| —— Hunter's Edge | Survival 3+ | ∞ | • animal companion gains adv vs quarry<br>• increases Deadly Traps dmg to 2d8 and durations to 3rd |
| —— Surefooted | - | ∞ | • +10' movement<br>• dmg from falling \| dangerous terrain reduced by 2x tier<br>*also under: AGENT > Cheap Shot, WARRIOR > Practiced Kata > Ironstance* |
| **Animal Bond** | Animal companion | ★ | • can communicate simple concepts and they generally attempt to help as requested<br>• it moves with you, and alerts you to danger (+1 → defenses) when sense wi/10'<br>• during combat it follows allied NPC rules, and if it hasn't acted yet on your turn, you can command them to immediate action using ▶ or ▶▶ (deducted from their turn)<br>• it gains Track action (▶▶): <br>• if 0hp → stop fighting and retreat to safety (instead of Unconscious) |
| — Protective Bond | - | ▶ | temporarily assign animal companion and Animal Bond benefits to ally wi/30' |
| —— Feral Connection | Survival 2+ | ∞ | • gain Animal Care expertise<br>• animal HP += 5 × your tier, defenses += 2, tests += your Survival |
| —— Pack Hunting | Perception 3+ | ↻ | 1 FP → +Survival → ally’s attack or damage vs quarry |
---
### Leader
| Name | Action | Effect |
| -------------------- | :----: | ------------------------------------------------------------------------------------------- |
| **Decisive Command** | ▶ | 1 FP → willing ally wi/20' adds **command die** (initially d4) to a test roll (until EoTNT) |
###### Champion
| Name | Prerequisites | Action | Effect |
| -------------------------- | :-----------: | :----: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Combat Coordination** | Leadership 2+ | ▷ | after Strike: use Decisive Command (wo/FP cost if Strike missed) |
| — Imposing Posture | Athletics 2+ | ∞ | after resisting your influence while in weapon’s reach: Disoriented until EoTNT |
| —— Mighty | - | ∞ | when you hit: +dmg (1 + tier / ▶)<br>*Also under: AGENT > Plausible Excuse > Cover Story, ENVOY > Practical Demonstration, HUNTER > Killing Edge > Shadowing> Cold Eyes, WARRIOR > Stonestance* |
| **Valiant Intervention** | Athletics 1+ | ▶ | 1 FP → move 0-10' and Athletics vs Spiritual of influencable to give disadv vs allies until EoTNT; if they resist, gain adv on next test vs until EoNT |
| — Hardy | - | ∞ | **+1 HP / level**<br>*also under: AGENT > Get 'Em Talking > Baleful, HUNTER > Combat Training > Steady Aim, WARRIOR > Combat Training* |
| —— Resolute Stand | Athletics 1+ | ★ | when Valiant Intervention: 1..Leadership FP → additional targets |
| ——— Resilient Hero | Athletics 3+ | ↻ | 1/sc when reduced to 0 HP: instead set HP = Athletics |
| ——— Demonstrative Command | Leadership 2+ | ★ | **• increase command die**<br>• 1 FP → add command die to Athletics \| Agility \| Leadership roll |
###### Officer
| Name | Prerequisites | Action | Effect |
| -------------------------- | :-------------------------------------: | :----: | ---------------------------------------------------------------------------------------------------------------------------------------- |
| **Composed** | - | ∞ | **FP += tier**<br>*also under: ENVOY > Galvanize, SCHOLAR > Strategize* |
| — Well Supplied | Persuasion 2+ | ▶ | • gain Military Logistics expertise <br>• test to requisition \| allocate resources: 2 FP → +🔵 |
| **Through the Fray** | Persuasion 1+ | ▶ | ally wi/20' can Disengage \| Gain Advantage as ↻ until EoT |
| — Customary Garb | - | ∞ | +2 Physical / Spiritual defenses when visible wearing Presentable armor or clothing appropriate for your station<br>*also under: ENVOY* |
| —— Confident Command | Leadership 2+ | ★ | **• increase command die**<br>• 1 FP → add command die to Intimidation \| Leadership \| Persuasion roll |
| ——— Relentless March | Persuasion 3+ | ∞ | Decisive Command: until EoTNT: +10' movement and ignore Exhausted \| Slowed \| Surprised |
| ——— Authority | Title granting you command of 5+ people | ∞ | double range and scale of ally-affecting Leader talents |
| ———— Synchronized Assault | Leadership 3+ | ▶▶▶ | 2 FP → Leadership vs Cognitive: 1..Leadership allies gain ▶ for additional Strike vs target (only one ally on failure) |
###### Politico
| Name | Prerequisites | Action | Effect |
| --------------------- | :-----------: | :----: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Cutthroat Tactics** | Deception 1+ | ★ | Decisive Command: ally can RtS instead; if 🔴, recover 1 FP |
| — Rumormonger | A patron | ★ | • gain Scandal expertise<br>• 2 FP → add 🔵 to test to spread misinformation or gather rumors |
| —— Shrewd Command | Leadership 2+ | ★ | **• increase command die**<br>• 1 FP → add command die to Deception \| Insight \| Leadership |
| ——— Grand Deception | Deception 3+ | ▶▶▶ | 3 FP → Deception (DC 15): detail established since start of last scene is a ruse |
| —— Baleful | - | ∞ | resisting your influence costs additional FP = tier<br>*also under: AGENT > Get ' Em Talking* |
| ——— Set at Odds | Leadership 3+ | ▶▶ | FP equal to targets → Leadership vs their highest Spiritual: make them hostile to each other (a target can resist but lose FP = Leadership) |
| —— Well Dressed | - | ★ | • gain Fashion expertise<br>• while Presentable armor \| fashionable clothing: adv on first Deception \| Leadership \| Persuasion in scene<br>*also under: ENVOY > Steadfast Challenge* |
| **Tactical Ploy** | - | ▶ | Deception vs Cognitive: target loses one ↻ and gains disadv on next Cognitive \| Spiritual (if they resist, adv on next test vs target before EoNT) |
---
### Scholar
| Name | Action | Effect |
| ------------- | :----: | ------------------------------------------------------------------------------------------------ |
| **Erudition** | ★ | +1 cultural \| utility expertise and +1 rank → 2x cognitive; long rest w/library to reallocate |
###### Artifabrian
| Name | Prerequisites | Action | Effect |
| --------------------------- | :-----------: | :----: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| **Efficient Engineer** | Crafting 1+ | ∞ | • gain Armor \| Equipment \| Weapon Crafting expertise<br>• gain amplifying \| numbing painrial or emotion bracelet + spanreeds pair<br>• crafting: +2 🔵 range, -50% material cost |
| — Fine Handiwork | - | ★ | crafting: 1 advanced feature / item cost one less upgrade |
| —— Experimental Tinkering | - | ★ | • crafting: +1 🔵 range, -50% time<br>• long rest: reconfigure Prized Acquisition fabrial (see book) |
| ——— Overwhelm with Details | Lore 3+ | ★ | 2 FP → use Lore modifier for a Cognitive \| spiritual test |
| — Deep Study | - | ∞ | Erudition: +1 expertises and +2 Cognitive skills |
| **Prized Acquisition** | - | ★ | • gain Fabrial Crafting expertise<br>• gain special gem; can use (and reuse) to craft fabrial of your tier (ignore crafting & spren time requirements) |
| — Inventive Design | Crafting 2+ | ∞ | +1 tier → fabrials w/your Prized Acquisition gem |
| — Overcharge | Crafting 3+ | ★ | 1/turn: RtS on fabrial attack; 🔵 → Strike as ▷ (doesn't count for limits); 🔴 → adds drawback to fabrial until DC15 Crafting (▶▶) |
###### Strategist
| Name | Prerequisites | Action | Effect |
| ---------------------- | :-----------: | :----: | --------------------------------------------------------------------------------------------------------------------------------------- |
| **Strategize** | Deduction 1+ | ★ | Gain Advantage using Erudition skill: grant to ally instead (optional: 2 FP → prevent target from using reactions vs ally until EoNT) |
| — Composed | - | ∞ | **FP += tier**<br>*Also under: ENVOY > Galvanize, LEADER* |
| —— Contingency | Lore 3+ | ↻ | 2 FP → remove 🔴 from ally wi/20' |
| ——— Turning Point | Deduction 3+ | ▶▶ | 1/sc: 2 FP → Deduction vs Cognitive of leader (adv if slow turn): you & allies gain ▶ on your next turns |
| —— Deep Contemplation | Lore 2+ | ▶▶ | reallocate up to 2 skills \| expertises from Erudition |
| ——— Keen Insight | - | ∞ | Gain Advantage: target resists or gains a disadv next test |
| **Mind and Body** | - | ∞ | • gain a weapon expertise<br>• Erudition: +1 skill and unlock Physical skills |
| — Know Your Moment | Deduction 2+ | ∞ | +2 → defenses from SoR..SoT |
###### Surgeon
| Name | Prerequisites | Action | Effect |
| -------------------------- | :-----------: | :----: | ---------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Field Medicine** | Medicine 1+ | ▶ | 1 FP → heal conscious char w/their recovery die (DC 15 Medicine: +Medicine HP, disadv if self) |
| — Swift Healer | Medicine 2+ | ▷ | • use Field Medicine as ▷<br>• +Medicine → healing |
| —— Ongoing Care | Lore 3+ | ★ | • gain Mental Health Care expertise<br>• rest: DC 10 (+5/injury after first) Medicine: remove one condition caused by injury (can benefit 1/24hr) |
| —— Resuscitation | Medicine 3+ | ★ | 3 FP → Field Medicine to revive Unconscious or dead rds <= Medicine (+5/injury after first) (failure = no healing) |
| — Anatomical Insight | - | ★ | hit w/unarmed attack: 1 FP \| 🔵 → Exhausted (- 1/2 Medicine rounded up) |
| **Emotional Intelligence** | - | ∞ | • gain Diagnosis expertise<br>• Erudition: +1 skill and unlock Spiritual skills |
| — Collected | - | ∞ | +2 Cognitive & Spiritual defense<br>*Also under: AGENT > Sure Outcome, ENVOY* |
| —— Applied Medicine | Lore 2+ | ∞ | +Lore → healing |
---
### Warrior
| Name | Action | Effect |
| ---------------------- | :----: | -------------------------------------------------------------- |
| **Vigilant Stance 웃** | ▶ | -1 FP for Dodge \| Reactive Strike; enter another stance as ▷ |
###### Duelist
| Name | Prerequisites | Action | Effect |
| ---------------------- | :-------------: | :----: | --------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Practiced Kata** | - | ★ | • 1 FP → use \| change stance in conversations and endeavors (that's your whole round)<br>• unless Surprised, start scenes in Vigilant Stance (free) |
| — Ironstance **웃** | Athletics 2+ | ▶ | • adv → Insight<br>• when char wi/reach misses or grazes you: can Reactive Strike |
| —— Surefooted | - | ∞ | • +10' movement<br>• dmg from falling \| dangerous terrain reduced by 2x tier<br>*Also under: AGENT > Cheap Shot, HUNTER > Deadly Trap > Experienced Trapper* |
| **Flamestance 웃** | Intimidation 1+ | ▶ | • adv → Intimidation<br>• when alone w/enemy: gain ▶ to Gain Advantage \| action involving attack |
| — Signature Weapon | - | ∞ | • gain a weapon expertise<br>• +1 🔵 range → a weapon expertise (+2 @ T3) |
| —— Feinting Strike | Intimidation 2+ | ▶ | 2 FP → melee vs Cognitive; hit: also loses ↻ and FP -= Intimidation, graze: also loses FP -= 1/2 Intimidation (rounded up), 🔵 → gain ▶▶ to Strike \| stance |
| ——— Vinestance **웃** | Athletics 3+ | ▶ | • +1 → Physical \| Cognitive defense<br>• hit or grazed by melee: ↻ → Athletics vs Cognitive: loses 1d4 FP pushed up to Athletics × 5' |
| ——— Wit's End | Intimidation 3+ | ▶▶ | 1 FP → move 1/2 + melee vs Cognitive of target wo/FP; can't graze; ignore deflect; +4d6 dmg (+6d6..10d6 @ T3..T5) |
###### Shardbearer
| Name | Prerequisites | Action | Effect |
| ---------------------------- | :---------------------: | :----: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Shard Training** | Shardblade & Shardplate | ★ | • gain Shardplate expertise<br>• gain Grandbow \| Shardblades \| Warhammers expertise<br>• +2 charges → Shardplate<br>• 1/rd when Strike w/Shardblade: graze 1..\<Attack Skill\> additional enemies w/o spending FP |
| — Windstance **웃** | Perception 1+ | ▶ | • gain adv on Agility<br>• while 2+ enemies wi/reach: use ▷ to gain ▶ to Disengage or attack one |
| —— Shattering Blow | Perception 2+ | ★ | hit target w/melee: 2 FP → deplete 1 armor charge and push 5'+ |
| ——— Precise Parry | Perception 3+ | ↻ | when hit by melee: 1 FP → attempt parry — if you are...<br>**Unarmed:** Athletics w/disadv unless attacked w/Shardblade; 🔵 → take their weapon<br>**Weapon:** Light \| Heavy Weaponry; 🔵 → destroy non-Invested weapon w/your Shardblade |
| — Bloodstance **웃** | Athletics 2+ | ▶ | defenses -= 2 and +2 🔵 range → attack \| Physical |
| —— Meteoric Leap | Athletics 3+ | ▶▶ | 2 FP → leap up to 1/4 movement + unarmed vs Physical of 1+ targets wi/reach; adv in Shardplate; double dmg dice; hit: prone if Str < yours |
| **Stonestance 웃** | - | ▶ | +1 deflect and enemies wi/reach spend +1 ▶ to attack ally |
| — Mighty | - | ∞ | when you hit: +dmg (1 + tier / ▶)<br>*also under: AGENT > Plausible Excuse > Cover Story, ENVOY > Practical Demonstration, HUNTER > Killing Edge > Shadowing > Cold Eyes, LEADER > Combat Coordination > Imposing Posture* |
| —— Bloodstance **웃**<br>... | Athletics 2+ | ▶ | *see above* |
###### Soldier
| Name | Prerequisites | Action | Effect |
| --------------------- | :-----------: | :----: | ------------------------------------------------------------------------------------------------------------------------------------------- |
| **Cautious Advance** | Discipline 1+ | ▶▶ | move up to half, ignoring difficult terrain: gain ▶▶ to Brace or Gain Advantage |
| — Defensive Position | Athletics 2+ | ∞ | • Brace action two disadv instead of one<br>• when Bracing: allies wi/5' can Brace behind your shield |
| —— Wary | Discipline 3+ | ∞ | • when 1+ FP: can't be Surprised<br>• when resist influence or lose FP involuntarily: reduce FP lost by Discipline (min: 1) |
| —— Formation Drills | Discipline 2+ | ∞ | when ally wi/10' Braces: two disadv instead of one |
| **Combat Training** | - | ★ | • gain 3 expertises: 1 weapon, 1 armor, and Military Life expertise<br>• 1/rd: graze wo/spending FP<br>*also under: HUNTER* |
| — Devastating Blow | Athletics 3+ | ▶▶ | melee weapon vs Physical w/+2d8 dmg (T3..5 → 3..5d8) |
| — Hardy | - | ∞ | **+1 HP / level**<br>*also under: AGENT > Get 'Em Talking > Baleful, HUNTER > Combat Training > Steady Aim, LEADER > Valiant Intervention* |
| —— Swift Strikes | - | ▶ | 1 FP → second Strike with same hand<br>*also under: HUNTER > Killing Edge > Shadowing > Cold Eyes |