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COWBOYS & VIKINGSCompendium of the Wild Wastes

Rules / Bonds / Teamwork Talents

Teamwork Talents

The 26 talents a Bond can grant. Reactive talents cost 1 Reaction Point with your partner within Close range; Activated talents cost Strain (plus a Reaction Point if their trigger comes up mid-combat). Each talent is also an item in the Bonds compendium, ready to drag onto a character.

TalentShapeTrigger
Coordinated StrikeReactiveYour bonded partner hits a creature with an attack.
Guardian's InterceptReactiveA creature makes an attack that would hit your bonded partner.
RallyReactiveYour bonded partner is about to attempt a check or save.
Blind TrustReactiveYour bonded partner is about to attempt a check with a skill you have at least 1 Rank in.
Read Each OtherReactiveYour bonded partner is about to Parry or Dodge an attack.
Shared ResolveReactiveYour bonded partner fails a save against a Fear or Mental effect.
Bonded MindReactiveInitiative is about to be rolled for an encounter you are both part of.
Lend a HandReactiveYour bonded partner is about to spend Strain, a Fate Die or SUP to fuel an action.
United FrontReactiveYour bonded partner is about to attempt a Diplomacy, Deception or Intimidation check in a scene where the two of you are present and visibly acting together.
Swap PlacesReactiveYour bonded partner is adjacent to you and is about to be forcibly moved, Grappled or Restrained.
Open the WoundReactiveYour bonded partner inflicts a Lingering condition on a creature with an attack or ability.
Old FeelingsActivated(at will; see the talent)
Danger SenseActivatedYou or your bonded partner are about to be caught by surprise by a hazard, ambush or sudden danger while travelling or exploring together.
In Their NameReactiveYour bonded partner takes an action clearly meant to avenge or honour the loss you both share.
Just Us NowReactiveYou and your bonded partner are outnumbered by hostile creatures in an encounter.
Iron Sharpens IronActivatedDuring downtime or while preparing for a scene, you and your bonded partner each propose a genuinely different approach to the same goal (different skills, plans or methods; the GM decides whether the difference is real) and then settle on one.
Own It TogetherReactiveYour bonded partner fails a save or suffers a harmful effect, and you can describe how you step in to help. (The GM may raise or lower the RP cost depending on how directly your help fits the situation.)
Keepers of the SecretReactiveYour bonded partner attempts a Deception or Stealth check specifically to protect the secret you share, and you're there to back up their story or actions.
Never Really ApartActivated(at will; see the talent)
I Owe YouActivatedYour bonded partner needs to use a consumable they've run out of SUP for (0 SUP) partway through a scene.
Second ChancesReactiveThe agreed situation that echoes your past betrayal comes up, and your partner chooses to trust you (or you choose to trust them) instead of repeating the betrayal.
Steady HandReactiveYour bonded partner invokes their Vice (giving in and drawing from the Stakes Menu, see Virtues & Vices) and you're there to back them up.
United in FaithReactiveYour bonded partner is about to attempt a check or save defending your shared faith, beliefs or standing against someone questioning or attacking it (a rival zealot, a charge of impiety and so on).
UnshakenReactiveYour bonded partner is about to save against an effect (Charm, Mental, Emotion, or an ordinary attempt at manipulation) meant specifically to drive a wedge between the two of you.
Two SchoolsActivatedDuring a Skill Challenge, your bonded partner uses a skill different from one you have Ranks in, and you can describe how your different training offers a genuinely different angle on the same goal.
We've Seen This BeforeActivatedYou or your bonded partner come up against the agreed threat again.

Coordinated Strike

Reactive Teamwork Talent. Costs 1 Reaction Point when the trigger happens, with your bonded partner within Close range. The RP cost never changes at any tier.

Trigger: Your bonded partner hits a creature with an attack.

Tier 1 (Level 1): Gain 1 level of Advantage on your next attack against that same creature, made before the start of your partner's next turn.

Tier 2 (Level 5): As Tier 1, but you gain 2 levels of Advantage.

Tier 3 (Level 9): As Tier 2. You may also spend 1 Strain as part of the reaction to give your partner 1 level of Advantage on their own next attack against that creature.

Tier 4 (Level 13): As Tier 3, but you may instead spend 2 Strain to give your partner 2 levels of Advantage.

Guardian's Intercept

Reactive Teamwork Talent. Costs 1 Reaction Point when the trigger happens, with your bonded partner within Close range. The RP cost never changes at any tier.

Trigger: A creature makes an attack that would hit your bonded partner.

Tier 1 (Level 1): You step in: the attack targets you instead, resolved against your own defenses.

Tier 2 (Level 5): As Tier 1, but you may instead split the damage evenly between the two of you (round down) rather than taking all of it.

Tier 3 (Level 9): As Tier 2. You may also spend 1 Strain as part of the reaction to halve whatever damage you end up taking (all of it, or your share).

Tier 4 (Level 13): As Tier 3, and the reaction can also trigger when your partner fails a save against a harmful effect that deals damage, not only against attacks. You may instead spend 2 Strain to take none of the damage that would fall to you.

Rally

Reactive Teamwork Talent. Costs 1 Reaction Point when the trigger happens, with your bonded partner within Close range. The RP cost never changes at any tier.

Trigger: Your bonded partner is about to attempt a check or save.

Tier 1 (Level 1): Grant them 1 level of Advantage on that roll.

Tier 2 (Level 5): As Tier 1, but you grant 2 levels of Advantage.

Tier 3 (Level 9): As Tier 2. You may also spend 1 Strain as part of the reaction to cancel 1 level of Disadvantage they face on that roll.

Tier 4 (Level 13): As Tier 3, but you may instead spend 2 Strain to cancel up to 2 levels of Disadvantage.

Blind Trust

Reactive Teamwork Talent. Costs 1 Reaction Point when the trigger happens, with your bonded partner within Close range. The RP cost never changes at any tier.

Trigger: Your bonded partner is about to attempt a check with a skill you have at least 1 Rank in.

Tier 1 (Level 1): Give them the benefit of the Help action on that check (+1 status bonus, plus 1 more for every 3 Ranks you have in the skill) without spending the usual 1 AP.

Tier 2 (Level 5): As Tier 1, but the base bonus is +2 before your Ranks are added.

Tier 3 (Level 9): As Tier 2. You may also spend 1 Strain as part of the reaction to let the bonus apply to a save instead of a skill check.

Tier 4 (Level 13): As Tier 3, but you may instead spend 2 Strain to also have them roll that check or save with Fortune, on top of the bonus.

Read Each Other

Reactive Teamwork Talent. Costs 1 Reaction Point when the trigger happens, with your bonded partner within Close range. The RP cost never changes at any tier.

Trigger: Your bonded partner is about to Parry or Dodge an attack.

Tier 1 (Level 1): Grant them 1 level of Advantage on that save.

Tier 2 (Level 5): As Tier 1, but you grant 2 levels of Advantage.

Tier 3 (Level 9): As Tier 2. You may also spend 1 Strain as part of the reaction to let your partner Step up to 10 feet as a free action as part of the dodge: you read where they mean to go and it happens seamlessly. This movement doesn't provoke reaction attacks.

Tier 4 (Level 13): As Tier 3, but you may instead spend 2 Strain to also cancel up to 2 levels of Disadvantage they face on that save, along with the movement.

Shared Resolve

Reactive Teamwork Talent. Costs 1 Reaction Point when the trigger happens, with your bonded partner within Close range. The RP cost never changes at any tier.

Trigger: Your bonded partner fails a save against a Fear or Mental effect.

Tier 1 (Level 1): They may reroll the save, and must keep the new result.

Tier 2 (Level 5): As Tier 1, but the reroll has Fortune (roll twice, keep the better).

Tier 3 (Level 9): As Tier 2. Instead of the reroll, you may spend 1 Strain as part of the reaction to end a Fear or Mental Lingering condition already affecting your partner.

Tier 4 (Level 13): As Tier 3, but you may instead spend 2 Strain to end that condition completely, whatever its current value, rather than reducing it by the usual amount.

Bonded Mind

Reactive Teamwork Talent. Costs 1 Reaction Point when the trigger happens, with your bonded partner within Close range. The RP cost never changes at any tier.

At every tier, while you can see your bonded partner you can talk to each other silently and instantly, understood whatever the language. This takes no action and no resource.

Trigger: Initiative is about to be rolled for an encounter you are both part of.

Tier 1 (Level 1): You may swap your Initiative die result (before modifiers) with your partner's.

Tier 2 (Level 5): As Tier 1, and you may use the reaction after Initiative is rolled, as long as the encounter's first turn hasn't finished.

Tier 3 (Level 9): As Tier 2. You may also spend 1 Strain as part of the reaction to give whichever of you acts later 1 level of Advantage on their first action of the encounter.

Tier 4 (Level 13): As Tier 3, but you may instead spend 2 Strain to give 2 levels of Advantage.

Lend a Hand

Reactive Teamwork Talent. Costs 1 Reaction Point when the trigger happens, with your bonded partner within Close range. The RP cost never changes at any tier.

Trigger: Your bonded partner is about to spend Strain, a Fate Die or SUP to fuel an action.

Tier 1 (Level 1): Cover half the cost (round down, minimum 1) from your own matching resource; they pay the rest.

Tier 2 (Level 5): As Tier 1, but you may cover the whole cost.

Tier 3 (Level 9): As Tier 2. You may also spend 1 more Strain of your own as part of the reaction to give your partner 1 level of Advantage on the action that resource fuels.

Tier 4 (Level 13): As Tier 3, but you may instead spend 2 Strain to give 2 levels of Advantage.

United Front

Reactive Teamwork Talent. Costs 1 Reaction Point when the trigger happens, with your bonded partner within Close range. The RP cost never changes at any tier.

Trigger: Your bonded partner is about to attempt a Diplomacy, Deception or Intimidation check in a scene where the two of you are present and visibly acting together.

Tier 1 (Level 1): Grant them 1 level of Advantage on that check.

Tier 2 (Level 5): As Tier 1, but you grant 2 levels of Advantage.

Tier 3 (Level 9): As Tier 2. You may also spend 1 Strain as part of the reaction to draw onto yourself, for the rest of the scene, any social reaction the creature would otherwise have toward your partner (the GM decides how far this reaches).

Tier 4 (Level 13): As Tier 3, but you may instead spend 2 Strain to also give your partner Fortune on that check, as well as drawing the attention onto you.

Swap Places

Reactive Teamwork Talent. Costs 1 Reaction Point when the trigger happens, with your bonded partner within Close range. The RP cost never changes at any tier.

Trigger: Your bonded partner is adjacent to you and is about to be forcibly moved, Grappled or Restrained.

Tier 1 (Level 1): The two of you instantly swap places: you take their position, and whatever was about to happen to them there if it depends on position, while they end up in your old space.

Tier 2 (Level 5): As Tier 1, but you no longer need to be adjacent; anywhere within Close range will do.

Tier 3 (Level 9): As Tier 2. You may also spend 1 Strain as part of the reaction to give your partner 1 level of Advantage on their next check or save to escape or resist whatever caused the swap.

Tier 4 (Level 13): As Tier 3, but you may instead spend 2 Strain to give 2 levels of Advantage.

Open the Wound

Reactive Teamwork Talent. Costs 1 Reaction Point when the trigger happens, with your bonded partner within Close range. The RP cost never changes at any tier.

Trigger: Your bonded partner inflicts a Lingering condition on a creature with an attack or ability.

Tier 1 (Level 1): If you damage that same creature before the start of your partner's next turn, your attack deals +1d6 damage.

Tier 2 (Level 5): As Tier 1, but the extra damage is +2d6.

Tier 3 (Level 9): As Tier 2. You may also spend 1 Strain as part of the reaction to have that attack ignore the creature's Resistance to your damage type.

Tier 4 (Level 13): As Tier 3, but you may instead spend 2 Strain to also treat the creature's Immunity to your damage type as Resistance for that attack.

Old Feelings

Activated Teamwork Talent. Costs no action but always costs Strain; if its trigger comes up in the middle of combat, it also needs a Reaction Point.

Tier 1 (Level 1): Spend 1 Strain to look at your bonded partner and know their general state at once: stressed, hurt, lying, afraid, or the like. No action needed; works in or out of combat.

Tier 2 (Level 5): As Tier 1, and the look can also pass a single word or short phrase between you: silent, instant, and understood whatever the noise or distraction.

Tier 3 (Level 9): As Tier 2, but you may spend 2 Strain instead of 1 to pass a short plan or specific request (a few words' worth) rather than a single word or phrase.

Tier 4 (Level 13): As Tier 3, and reading your partner's state no longer costs Strain. Only the messages from Tiers 2 and 3 still do. (This is the one talent whose cost ever goes down.)

Danger Sense

Activated Teamwork Talent. Costs no action but always costs Strain; if its trigger comes up in the middle of combat, it also needs a Reaction Point.

Trigger: You or your bonded partner are about to be caught by surprise by a hazard, ambush or sudden danger while travelling or exploring together.

Tier 1 (Level 1): If you're within Close range of each other, spend 1 Strain: you both gain 1 level of Advantage on the Perception save for that moment.

Tier 2 (Level 5): As Tier 1, but you both gain 2 levels of Advantage.

Tier 3 (Level 9): As Tier 2. You may also spend 1 more Strain to give 1 level of Advantage on the first thing either of you does in response to the danger (an attack, an escape, a warning shout and so on).

Tier 4 (Level 13): As Tier 3, but you may instead spend 2 more Strain to give 2 levels of Advantage on that response.

In Their Name

Reactive Teamwork Talent. Costs 1 Reaction Point when the trigger happens, with your bonded partner within Close range. The RP cost never changes at any tier.

Trigger: Your bonded partner takes an action clearly meant to avenge or honour the loss you both share.

Tier 1 (Level 1): Grant them 1 level of Advantage on that action.

Tier 2 (Level 5): As Tier 1, but you grant 2 levels of Advantage.

Tier 3 (Level 9): As Tier 2. You may also spend 1 Strain as part of the reaction to add +1d6 damage if the action deals damage.

Tier 4 (Level 13): As Tier 3, but you may instead spend 2 Strain to add +2d6 damage.

Just Us Now

Reactive Teamwork Talent. Costs 1 Reaction Point when the trigger happens, with your bonded partner within Close range. The RP cost never changes at any tier.

Trigger: You and your bonded partner are outnumbered by hostile creatures in an encounter.

Tier 1 (Level 1): You both gain 1 level of Advantage on attacks and saves for the rest of the encounter, or until you're no longer outnumbered.

Tier 2 (Level 5): As Tier 1, but you both gain 2 levels of Advantage.

Tier 3 (Level 9): As Tier 2. You may also spend 1 Strain as part of the reaction to give you both +1 Soak for the same time.

Tier 4 (Level 13): As Tier 3, but you may instead spend 2 Strain to give +2 Soak.

Iron Sharpens Iron

Activated Teamwork Talent. Costs no action but always costs Strain; if its trigger comes up in the middle of combat, it also needs a Reaction Point.

Trigger: During downtime or while preparing for a scene, you and your bonded partner each propose a genuinely different approach to the same goal (different skills, plans or methods; the GM decides whether the difference is real) and then settle on one.

Tier 1 (Level 1): Spend 1 Strain: the first check made to carry out the chosen plan gains 1 level of Advantage.

Tier 2 (Level 5): As Tier 1, but it gains 2 levels of Advantage.

Tier 3 (Level 9): As Tier 2. You may also spend 1 more Strain so that the first check made by each of you carrying out the plan gains the Advantage, not just whoever acts first.

Tier 4 (Level 13): As Tier 3, but you may instead spend 2 more Strain so the first two checks each of you makes gain the Advantage.

Own It Together

Reactive Teamwork Talent. Costs 1 Reaction Point when the trigger happens, with your bonded partner within Close range. The RP cost never changes at any tier.

Trigger: Your bonded partner fails a save or suffers a harmful effect, and you can describe how you step in to help. (The GM may raise or lower the RP cost depending on how directly your help fits the situation.)

Tier 1 (Level 1): If the harm is damage, you may take half of it (round down, minimum 1) and your partner takes the rest. If it's a condition, Wound or affliction that a recovery check or save can end or reduce, you suffer it as well, but you both make your recovery rolls against it with Fortune.

Tier 2 (Level 5): As Tier 1, but for damage you may instead take all of it yourself, sparing your partner entirely.

Tier 3 (Level 9): As Tier 2. You may also spend 1 Strain as part of the reaction to give your partner 1 level of Advantage on their next check afterward.

Tier 4 (Level 13): As Tier 3, but you may instead spend 2 Strain to give 2 levels of Advantage.

Keepers of the Secret

Reactive Teamwork Talent. Costs 1 Reaction Point when the trigger happens, with your bonded partner within Close range. The RP cost never changes at any tier.

Trigger: Your bonded partner attempts a Deception or Stealth check specifically to protect the secret you share, and you're there to back up their story or actions.

Tier 1 (Level 1): Grant them 1 level of Advantage on that check.

Tier 2 (Level 5): As Tier 1, but you grant 2 levels of Advantage.

Tier 3 (Level 9): As Tier 2. You may also spend 1 Strain as part of the reaction to let them roll the check with Fortune as well.

Tier 4 (Level 13): As Tier 3, but you may instead spend 2 Strain so that if the check fails, any lingering suspicion lands on you instead: a creature that would stay wary of your partner becomes wary of you.

Never Really Apart

Activated Teamwork Talent. Costs no action but always costs Strain; if its trigger comes up in the middle of combat, it also needs a Reaction Point.

Tier 1 (Level 1): Exploration: spend 1 Strain to make a Survival check to track, or find the general direction or location of, your bonded partner, however far away, as long as they're on the same plane of existence (the GM rules on odd cases).

Tier 2 (Level 5): As Tier 1, and you gain 1 level of Advantage on the check.

Tier 3 (Level 9): As Tier 2. You may also spend 1 more Strain to sense your partner's general emotional state at the same time (calm, afraid, in pain, joyful and so on); this part needs no check.

Tier 4 (Level 13): As Tier 3, but you may instead spend 2 more Strain to also send them a single word or brief feeling across the distance: not a conversation, just enough to let them know you're reaching out.

I Owe You

Activated Teamwork Talent. Costs no action but always costs Strain; if its trigger comes up in the middle of combat, it also needs a Reaction Point.

Trigger: Your bonded partner needs to use a consumable they've run out of SUP for (0 SUP) partway through a scene.

Tier 1 (Level 1): Spend 1 Strain to make the Supply Check for them using your SUP instead of theirs, at +2 DC. In combat this is a reaction and also needs a Reaction Point; outside combat it doesn't. It only works if your partner really is at 0 SUP; it can't replace a Supply Check they could still make themselves.

Tier 2 (Level 5): As Tier 1, but without the +2 DC: you roll against the normal DC.

Tier 3 (Level 9): As Tier 2, but the DC is 2 lower than normal.

Tier 4 (Level 13): As Tier 3, and you roll the check with Fortune.

Second Chances

Reactive Teamwork Talent. Costs 1 Reaction Point when the trigger happens, with your bonded partner within Close range. The RP cost never changes at any tier.

When you take this Bond, agree with your partner and the GM on a specific kind of situation that echoes your history of betrayal, something concrete from your backstory (for example: "when one of us is asked to keep a secret from the other", "when one of us is tempted by a better offer", "when one of us could take the credit alone"). That situation is this talent's trigger from then on.

Trigger: The agreed situation that echoes your past betrayal comes up, and your partner chooses to trust you (or you choose to trust them) instead of repeating the betrayal.

Tier 1 (Level 1): Grant them 1 level of Advantage on the action tied to that choice.

Tier 2 (Level 5): As Tier 1, but you grant 2 levels of Advantage.

Tier 3 (Level 9): As Tier 2. You may also spend 1 Strain as part of the reaction to give yourself the same Advantage on your own next action, out of relief at not repeating the past.

Tier 4 (Level 13): As Tier 3, but you may instead spend 2 Strain to give you both Fortune on those actions instead of Advantage.

Steady Hand

Reactive Teamwork Talent. Costs 1 Reaction Point when the trigger happens, with your bonded partner within Close range. The RP cost never changes at any tier.

Trigger: Your bonded partner invokes their Vice (giving in and drawing from the Stakes Menu, see Virtues & Vices) and you're there to back them up.

Tier 1 (Level 1): You and your partner split the complication the GM introduces as the price, instead of your partner bearing it alone (split the same way as Own It Together).

Tier 2 (Level 5): As Tier 1, and your partner may pick a stronger item from the Stakes Menu than they normally could, since you're there to help take the fallout.

Tier 3 (Level 9): As Tier 2. You may also spend 1 Strain as part of the reaction to gain a Stakes Menu item of your own for backing them up.

Tier 4 (Level 13): As Tier 3, but you may instead spend 2 Strain so that you both gain a Stakes Menu item and the GM's complication falls only on the partner who invoked the Vice; you're fully shielded from it.

United in Faith

Reactive Teamwork Talent. Costs 1 Reaction Point when the trigger happens, with your bonded partner within Close range. The RP cost never changes at any tier.

Trigger: Your bonded partner is about to attempt a check or save defending your shared faith, beliefs or standing against someone questioning or attacking it (a rival zealot, a charge of impiety and so on).

Tier 1 (Level 1): Grant them 1 level of Advantage on that roll.

Tier 2 (Level 5): As Tier 1, but you grant 2 levels of Advantage.

Tier 3 (Level 9): As Tier 2. You may also spend 1 Strain as part of the reaction to give yourself the same Advantage on your own next relevant action.

Tier 4 (Level 13): As Tier 3, but you may instead spend 2 Strain to give you both Fortune instead of Advantage.

Unshaken

Reactive Teamwork Talent. Costs 1 Reaction Point when the trigger happens, with your bonded partner within Close range. The RP cost never changes at any tier.

Trigger: Your bonded partner is about to save against an effect (Charm, Mental, Emotion, or an ordinary attempt at manipulation) meant specifically to drive a wedge between the two of you.

Tier 1 (Level 1): Grant them 1 level of Advantage on that save.

Tier 2 (Level 5): As Tier 1, but you grant 2 levels of Advantage.

Tier 3 (Level 9): As Tier 2. You may also spend 1 Strain as part of the reaction to cancel 1 level of Disadvantage they face on that save.

Tier 4 (Level 13): As Tier 3, but you may instead spend 2 Strain to cancel up to 2 levels of Disadvantage. And even if your partner fails the save, the effect can never make them act directly against you; it can still affect them in every other way.

Two Schools

Activated Teamwork Talent. Costs no action but always costs Strain; if its trigger comes up in the middle of combat, it also needs a Reaction Point.

Trigger: During a Skill Challenge, your bonded partner uses a skill different from one you have Ranks in, and you can describe how your different training offers a genuinely different angle on the same goal.

Tier 1 (Level 1): Spend 1 Strain to attempt a check with your own skill instead; a success counts toward the Skill Challenge's successes just like a normal attempt. If the Skill Challenge happens during combat, this also needs a Reaction Point.

Tier 2 (Level 5): As Tier 1, and you gain 1 level of Advantage on the check.

Tier 3 (Level 9): As Tier 2. You may also spend 1 more Strain to give your partner 1 level of Advantage on their own next attempt in the same Skill Challenge.

Tier 4 (Level 13): As Tier 3, but you may instead spend 2 more Strain to give your partner 2 levels of Advantage.

We've Seen This Before

Activated Teamwork Talent. Costs no action but always costs Strain; if its trigger comes up in the middle of combat, it also needs a Reaction Point.

When you take this Bond, agree with your partner and the GM on the specific threat, hazard or kind of creature tied to your shared past (for example: "wendigo", "the cult that hurt us both", "collapsing structures"). That is this talent's trigger from then on.

Trigger: You or your bonded partner come up against the agreed threat again.

Tier 1 (Level 1): If you're within Close range of each other, spend 1 Strain: your partner gains 1 level of Advantage on Perception, Initiative or a relevant save against the threat for the rest of the encounter or scene. You can only give this to your partner, never yourself; if you both have it, you can each spend 1 Strain to give it to the other.

Tier 2 (Level 5): As Tier 1, but your partner gains 2 levels of Advantage.

Tier 3 (Level 9): As Tier 2. You may also spend 1 more Strain to give your partner 1 level of Advantage on attacks and checks made directly against the threat, for the same time.

Tier 4 (Level 13): As Tier 3, but you may instead spend 2 more Strain to give 2 levels of Advantage on those.