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COWBOYS & VIKINGSCompendium of the Wild Wastes

Rules / Talents / Alertness Talents

Alertness Talents

Reacting first: Initiative and warning shouts.

TalentTierRequirementsBenefit
Alertness1—+2 to Initiative.
Athletic Reflexes2Alertness; Might 2+You may use Might for Initiative instead of Reflex or Perception.
Clever Reflexes2Alertness; Intellect 2+You may use Intellect for Initiative instead of Reflex or Perception.
Hit the Dirt2AlertnessDrop Prone and take cover (2 RP): +4 to the triggering save. You stay Prone until you recover normally.
Reactive Shout2AlertnessShout 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.