Rules / Talents / Alertness Talents
Alertness Talents
Reacting first: Initiative and warning shouts.
| Talent | Tier | Requirements | Benefit |
|---|---|---|---|
| Alertness | 1 | — | +2 to Initiative. |
| Athletic Reflexes | 2 | Alertness; Might 2+ | You may use Might for Initiative instead of Reflex or Perception. |
| Clever Reflexes | 2 | Alertness; Intellect 2+ | You may use Intellect for Initiative instead of Reflex or Perception. |
| Hit the Dirt | 2 | Alertness | Drop Prone and take cover (2 RP): +4 to the triggering save. You stay Prone until you recover normally. |
| Reactive Shout | 2 | Alertness | Shout a warning (2 RP) to an ally who can hear and understand you: 1 Advantage on saves against that enemy's attacks until the start of the ally's next turn. |
Alertness
Tier 1
Combat, Exploration
Requires: —
+2 to Initiative.
Athletic Reflexes
Tier 2
Requires: Alertness; Might 2+
You may use Might for Initiative instead of Reflex or Perception.
Clever Reflexes
Tier 2
Requires: Alertness; Intellect 2+
You may use Intellect for Initiative instead of Reflex or Perception.
Hit the Dirt
Tier 2 · Reaction
Move, Reaction, Maneuver
Requires: Alertness
Trigger: You fail a Reflex save against a ranged attack you're aware of.
Drop Prone and take cover (2 RP): +4 to the triggering save. You stay Prone until you recover normally.
Push: take 1 Strain to use this reaction for 1 RP instead of 2.
Reactive Shout
Tier 2 · Reaction
Auditory, Reaction, Maneuver
Requires: Alertness
Trigger: An ally is targeted by an attack from an enemy you're aware of.
Shout a warning (2 RP) to an ally who can hear and understand you: 1 Advantage on saves against that enemy's attacks until the start of the ally's next turn.
Push: take 1 Strain to use this reaction for 1 RP instead of 2.