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Appendix A: Feats of Leadership

Bard Action Card (Feats of Leadership) Catch Your Breath AP Cost: 1 Scene Effect: You words quickly rally your allies to catch their breath for the danger ahead. If you take a short Scene where you and any number of entities are able to converse and not engaging in strenuous activity, at the end of the Scene, you and your allies who took part immediately replenish any abilities that replenish during a Short Rest. You are counted as having performed an Activity for your chosen Bardic Specialisation, and everyone is considered to have eaten a basic Meal of Rations allowing them to spend Hit Dice to recover HP. All participants gain BP equal to your Leadership Trait + a roll of your Bardic Inspiration Die. Once you have used this Feat of Leadership you may not do so again until you have completed a Long Rest. Bard Action Card (Feats of Leadership) Cleansing Word AP Cost: 1AP Cost: You may expend 1 Use of your Bardic Inspiration Feature Target: An entity you can see within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your words aid in the bolstering your ally. The Target can immediately roll any Trait Tests required to remove conditions, spells, powers, or rites affecting them. If the effects from the above sources do not allow for an additional Trait Test to end their effect early, repeat any initial Trait Test that bestowed their effect. Ending the effect on a success. Empowered Action: If you expended a use of the Bardic Inspiration Feature, then the Target may add your Bardic Inspiration Die to their Trait Tests. Bard Reaction Card (Feats of Leadership) Counter Manoeuvre RP Cost: 1RP Trigger: A hostile entity enters your AoC Target: A willing entity within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your allies trust your plan to counter the enemy’s own. The Target can move up to half their speed, following a path of your choosing. This movement does not Trigger Opportunity Attacks. Bard Action Card (Feats of Leadership) Dictated Movement AP Cost: 2AP Cost: 1 Use of Bardic Inspiration Target: An entity you can see within Range, who can see/hear you Range: 12m | At Range Effect: Your force your opponent to move to your command. The Target must make a Determination Test. Failed Test: The Target takes Psychic damage equal to a roll of your Bardic Inspiration Die and gains the Forced Move [Direction of your choosing] 1. Failed by 5+: The Target instead gains Forced Move [Direction of your choosing] 2. Bard Action Card (Feats of Leadership) Discordant Performance AP Cost: 2AP Cost: You may expend 1 Use of your Bardic Inspiration Feature Target: A number of entities you can see within Range, up to your Leadership Trait, who can see/hear you Range: 12m | At Range Effect: Your art dazzles the senses. The Targets must make an Intuition Test. Failed Test: The Target takes 1d8 Psychic damage and gains one Degree of the Dazed condition. If you chose to expend your Bardic Inspiration Feature, you can add your Bardic Inspiration Die to the Damage Roll. Failed 5+: They gain an additional Degree of the condition. Bard Action Card (Feats of Leadership) Distracting Performance AP Cost: 2AP Requirement: Not in combat Target: A number of entities you can see within Range, who can see/hear you, up to your Leadership Trait Range: 12m | At Range Effect: Your art fascinates and distracts allowing your allies to pass unseen. Each Target must make a Determination Test. Failed Test: For as long as you maintain the performance, and no one distracts the Target, They can’t help looking at your performance and have Disadvantage on Perception and Investigation Tests made to notice other entities bar you. This also ends if combat begins nearby. Bard Reaction Card (Feats of Leadership) Group Initiative RP Cost: 1RP Trigger: Initiative Tests is called for Cost: 1 Use of Bardic Inspiration Target: A number of entities within Range, who can understand you and see/hear you, up to your Leadership Trait Range: 12m | At Range Effect: Your words rouse the party quickly into the fray. Roll the Bardic Inspiration Die. You and each Target gains a Leadership Bonus equal to the roll of the Bardic Inspiration Die to your Initiative Tests. Bard Action Card (Feats of Leadership) Healing Touch AP Cost: 2AP Cost: 1 Use of Bardic Inspiration Target: An entity you can see within Range Range: 1m | Melee Effect: Your drive your ally to keep fighting in the harshest conditions. The Target recovers HP equal to a roll of your Bardic Inspiration Die + your Leadership Trait. If the Target has the Desperation condition, you can roll the Bardic Inspiration Die twice adding both results together. The Target may also expend one unexpended Hit Die to add the result of its roll to the HP restored. If the Target is Bloodied, they may instead expend up to two Hit Dice. Bard Reaction Card (Feats of Leadership) Inspired Action RP Cost: 1RP Trigger: An allied entity you can see within Range, rolls a d20, who can also see/hear you Cost: 1 Use of Bardic Inspiration Range: 12m | At Range Effect: Your words empowers their actions to greater success. The Triggering entity can reroll the d20, using whichever result has the greater value. Bard Reaction Card (Feats of Leadership) Inspired Encore RP Cost: 1RP Trigger: An allied entity you can see within Range, scoring an Inspired Event or Critical Hit, who can also see/hear you Cost: 1 Use of Bardic Inspiration Range: 12m | At Range Effect: Your words empowered by their inspired performance drives them to greater heights. The Triggering entity gains +1AP. Bard Reaction Card (Feats of Leadership) Inspired Harm RP Cost: 1RP Trigger: An allied entity you can see within Range, makes a Damage Roll, who can also see/hear you Cost: 1 Use of Bardic Inspiration Range: 12m | At Range Effect: Your words empowers your allies strikes to cause greater harm. The Triggering entity rerolls their Damage Roll, adding your Bardic Inspiration Die to the Damage Roll. They must use the highest result. Bard Reaction Card (Feats of Leadership) Inspired Step RP Cost: 1RP Trigger: An allied entity you can see within Range, uses the Movement or Disengage action, who can also see/hear you Cost: 1 Use of Bardic Inspiration Range: 12m | At Range Effect: Your words add a spring to your allies step. Until the end of their next Turn, the Triggering entity increases their Movement speed by an amount equal to a roll of your Bardic Inspiration Die. Bard Action Card (Feats of Leadership) Inspiring Speech AP Cost: 2AP Cost: 1 Use of Bardic Inspiration Target: A number of entities within Range, who can understand you and see/hear you, up to your SB Range: 12m | At Range Effect: Your words inspire others to greatness. Each Target can gain BP equal to your Leadership Trait + your Bard Level + a roll of your Bardic Inspiration Die. Bard Action Card (Feats of Leadership) Memorable Presence AP Cost: 1AP Requirement: Starting a conversation with an entity you have met before but have not spoken to for at least a Month Effect: You are unforgettable. The next Determination Test or Empathy Skill Roll made as part of the conversation is made with Advantage. You also remember what Disposition of the entity was when you last spoke, and one of the following aspects you have learnt previously: •A Concept •A Topic of interest •A Topic to avoid Bard Reaction Card (Feats of Leadership) Parry RP Cost: 1RP Trigger: An Attack Roll hits you Cost: 1 Use of Bardic Inspiration Effect: You prepare to knock away strikes, reducing the severity of a blow. You can decrease the damage dealt by the result of your Bardic Inspiration Die’s roll + your Agility. You then gain the benefit of the Dodge action. Bard Action Card (Feats of Leadership) Planned Manoeuvre AP Cost: 1AP Target: An entity within Range, who can understand you and see/hear you Range: 12m | At Range Effect: Your allies trust you to plan for them a route to victory. The Target can use their reaction (1RP) to move up to half their speed, following a path of your choosing. Bard Action Card (Feats of Leadership) Press the Advance AP Cost: 2AP Cost: 1 Use of Bardic Inspiration Target: Any number of willing entities you can see within Range, who can understand you and see/hear you Range: 12m | At Range Effect: You know moving as a team is the best option for exploiting an opening. You may move up to double your Movement speed, after which your Movement speed becomes 0 until the start of your next Turn. Your Targets may then use their reaction (1RP), to perform the same action. You then may choose a Target that used their reaction to make a single Weapon Attack or Unarmed Strike. If the attack hits, they add your Bardic Inspiration Die to the Damage Roll. Bard Action Card (Feats of Leadership) Push Onwards AP Cost: 1AP Cost: You may expend 1 Use of the Bardic Inspiration Feature Target: An entity within Range, who can understand you and see/hear you Range: 12m | At Range Effect: Your insights push others to go beyond their limits. The Target has 1 more AP than normal on their next Turn. If the Target uses that AP they must make an Endurance Test, this is made with Advantage if you expended a use of your Bardic Inspiration. Failed Test: The Target gains one Degree of Exhaustion. Bard Action Card (Feats of Leadership) Push to Violence AP Cost: 2AP Cost: You may expend 1 Use of your Bardic Inspiration Feature Target: An entity within Range, who can understand you and see/hear you Range: 12m | At Range Effect: Your words encourage your allies toward violence. The Target can use their reaction (1RP) to immediately take the Attack action. You choose the Target(s) for the action. If you chose to expend a use of your Bardic Inspiration, then one attack made as part of the Attack  action that hit its Target, can add your Bardic Inspiration Die to the Damage Roll. Bard Reaction Card (Feats of Leadership) Quick Morale Boost RP Cost: 1RP Trigger: An entity within Range, who can understand you and see/hear you, failing a Knowledge, Intuition, or Determination Test to resist, avoid, or end a negative effect Range: 12m | At Range Effect: Your words reassure others when they need it most. The Target can reroll the Test with Advantage. They must use the new result even if it is worse than the original. Bard Action Card (Feats of Leadership) Reinvigorating Words AP Cost: 1AP Target: An entity within Range, who can understand you and see/hear you Range: 12m | At Range Effect: Your words encourage others to access reserves of energy to keep fighting. The Target can expend one of their unexpended Hit Die, rolling it and adding your Leadership Trait, regaining that many Hit Points. The Target may then move up to half their Movement speed. Bard Reaction Card (Feats of Leadership) Regroup RP Cost: 1RP Cost: 1 Use of Bardic Inspiration Target: Any number of willing entities you can see within Range, who can understand you and see/hear you Range: 6m | Near Effect: Sometimes you need to regroup for the next step of the plan. Your Targets may spend their reaction (1RP), to move a number of metres equal to a roll of your  Bardic Inspiration Die towards you (minimum of 3m). This movement does not provoke Opportunity Attacks. Bard Action Card (Feats of Leadership) Spur to Action AP Cost: 2AP Target: An entity within Range, who can understand you and see/hear you Range: 12m | At Range Effect: Your words encourage your allies toward decisive action. The Target can use their reaction (1RP) to immediately take one action other than the Attack action, which costs 2AP. If this action requires the choosing of Targets, you get to select the Targets for the action. Bard Reaction Card (Feats of Leadership) Spur to Heroism RP Cost: 1RP Trigger: You see an allied entity be reduced to 0HP Target: An allied entity you can see within Range, who can understand you and see/hear you Range: 12m | At Range Effect: Your words encourage others to make risky gambles for the sake of the party. The Target can use their reaction (1RP) to immediately move up to double their Movement speed towards the Triggering ally. All hostile entities may make Opportunity Attacks against the Target for 0RP, even if they normally cannot make these attacks. If the Target gets within 1m of the Triggering ally they can touch and heal them. The amount of HP restored is equal to your Leadership Trait plus the roll of a number of your Bardic Inspiration Dice, equal to the number of Opportunity Attacks made against the Target during their movement. This does not expend any uses of your Bardic Inspiration Feature. Bard Action Card (Feats of Leadership) Taunting Jab AP Cost: 2AP Cost: 1 Use of Bardic Inspiration Target: A number of entities up to or equal to a roll of your Bardic Inspiration Die, within Range, who can understand you and see/hear you Range: 12m | At Range Effect: Your taunting words throw others off of their game. Each Target must make a Determination Test. Failed Test: Until the end of your next Turn, on of the following effects occur (chosen when you use this action): •The Target has Disadvantage on their next Attack Roll, against Targets other than you. •The Target has Disadvantage on their next Attack Roll, against you. Bard Action Card (Feats of Leadership) Terrifying Performance AP Cost: 2AP Cost: You may expend 1 Use of your Bardic Inspiration Feature Target: A number of entities you can see within Range, up to your Leadership Trait, who can see/hear you Range: 12m | At Range Effect: Your art frightens the onlooker. The Targets must make an Intuition Test. Failed Test: The Target takes 1d8 Psychic damage, and gains one Degree of the Frightened condition. If you chose to expend your Bardic Inspiration Feature, you can increase the damage by a roll of your Bardic Inspiration Die. Failed by 5+: They gain an additional Degree of the condition. Bard Action Card (Feats of Leadership) Vicious Words AP Cost: 2AP Cost: 1 Use of Bardic Inspiration Target: An entity within Range, who can understand you and see/hear you Range: 12m | At Range Effect: Your harsh words throw causes others pain. The Target must make an Intuition Test. Failed Test: The Target takes Psychic damage equal to a roll of your Bardic Inspiration Die, reduces their next Attack Roll TTV by the rolled result of your Bardic Inspiration Die, and has Disadvantage on the next Trait Test, bar an Attack Roll, they make before the end of your next Turn. Bard Reaction Card (Feats of Leadership) Weakening Words RP Cost: 1RP Trigger: An entity you can see within Range, who can see/hear you and understand you, succeeds a Trait Tests to resist, avoid, or end an effect Cost: 1 Use of Bardic Inspiration Range: 12m | At Range Effect: Your harsh words distract a target in a moment of much needed clarity. The Target must make a Determination Test. Failed Test: The Target reduces the TTV of their Test by an amount equal to a roll of your Bardic Inspiration Die. Potentially turning a success into a failure. Bard Reaction Card (Feats of Leadership) Words of Warning RP Cost: 1RP Trigger: An entity within Range, who can understand you and see/hear you, is hit by an Attack Roll Cost: 1 Use of Bardic Inspiration Range: 12m | At Range Effect: Your words warn an ally in danger just in time to mount a defence. Until the end of the Turn, the Target can add a roll of your Bardic Inspiration Die to their HT, including against the Triggering Attack Roll. Potentially turning the Triggering Attack Roll from a hit into a miss. Bard Action Card (Feats of Leadership) Enchanted Performance: Counterart AP Cost: 2AP Requirement: Level 5 Cost: 1 Use of Bardic Inspiration Target: A number of entities within Range, who can understand you and see/hear you, up to your Leadership Trait Range: 12m | At Range Duration: Concentration, up to 3 Rounds Effect: Your art works to counter the efforts of opponents. Upon performing this action for the Duration, your Movement speed is halved and any benefits of prior Enchanted Performances are ended. At the start of each of your Turns, you may pay 1AP to maintain the performance, failing to do so ends the action. Whilst this Performance is maintained, each Target gains the following benefits: •Your allies have Advantage on Trait Tests to resist, avoid, or end the Charmed condition. •Your allies have Advantage one Perception and Investigation Skill Rolls to notice an Illusion. Bard Action Card (Feats of Leadership) Enchanted Performance: Courage AP Cost: 2AP Requirement: Level 5 Cost: 1 Use of Bardic Inspiration Target: A number of entities your AoC, who can understand you and see/hear you, up to your Leadership Trait Duration: Concentration, up to 3 Rounds Effect: Your art works to heal your allies. Upon performing this action for the Duration, your Movement speed is halved and any benefits of prior Enchanted Performances are ended. At the start of each of your Turns, you may pay 1AP to progress the performance to the next stage, failing to do so ends the action. The stages of this performance are: •Stage 1: Until the start of your next Turn, each Target has Advantage on Determination Tests, bar Attack Rolls. •Stage 2: Each Target reduces their Degrees of the Frightened condition by 2. •Stage 3: Until the start of your next Turn, each Target is Immune to the Frightened and Terror conditions. Bard Action Card (Feats of Leadership) Enchanted Performance: Fury AP Cost: 2AP Requirement: Level 5 Cost: 1 Use of Bardic Inspiration Target: A number of entities your AoC, who can understand you and see/hear you, up to your Leadership Trait Duration: Concentration, up to 3 Rounds Effect: Your art works to heal your allies. Upon performing this action for the Duration, your Movement speed is halved and any benefits of prior Enchanted Performances are ended. At the start of each of your Turns, you may pay 1AP to progress the performance to the next stage, failing to do so ends the action. The stages of this performance are: •Stage 1: Until the start of your next Turn, each Target can add one roll of your Bardic Inspiration Die to their Damage Roll. •Stage 2: Until the start of your next Turn, each Target’s Weapon Attacks and Unarmed Strikes apply two Degrees of the Burned (Vorpal) condition. •Stage 3: Both Stage 1 and Stage 2 apply, doubling the effects of both stages. Bard Action Card (Feats of Leadership) Enchanted Performance: Restoration AP Cost: 2AP Requirement: Level 5 Cost: 1 Use of Bardic Inspiration Target: A number of entities your AoC, who can understand you and see/hear you, up to your Leadership Trait Duration: Concentration, up to 3 Rounds Effect: Your art works to heal your allies. Upon performing this action for the Duration, your Movement speed is halved and any benefits of prior Enchanted Performances are ended. At the start of each of your Turns, you may pay 1AP to progress the performance to the next stage, failing to do so ends the action. The stages of this performance are: •Stage 1: Each Target recovers HP equal to a roll of your Bardic Inspiration Die. •Stage 2: Each Target reduces their Degrees of either the Dazed or Poisoned condition by 2. •Stage 3: Each Target loses a Mild Scar Concept and reduces their Degrees of the Exhaustion and Wounded condition by 1. Bard Rection Card (Feats of Leadership) Master Planner RP Cost: 1RP Prerequisite: Bard Level 5 Trigger: An entity failed Trait Test with the Push to Violence or Spur to Action Feats of Leadership Effect: You always have a plan ready in case the current one fails. This Feat of Leadership can be taken in the same Turn as another. The Triggering entity regains 1RP, and you may immediately perform another Feat of Leadership with the same or lower AP as the Triggering Feat of Leadership. This new Feat of Leadership must Target the Triggering entity, though you cannot choose the Triggering Feat of Leadership. Bard Action Card (Feats of Leadership) Enchanted Performance: Heroism AP Cost: 2AP Requirement: Level 10 Cost: 1 Use of Bardic Inspiration Target: A number of entities within your AoC, who can understand you and see/hear you, up to your Leadership Trait Duration: Concentration, up to 3 Rounds Effect: Your art works to heal your allies. Upon performing this action for the Duration, your Movement speed is halved and any benefits of prior Enchanted Performances are ended. At the start of each of your Turns, you may pay 1AP to progress the performance to the next stage, failing to do so ends the action. The stages of his performance are: •Stage 1: Each Target recovers HP equal to two rolls of your Bardic Inspiration Die. •Stage 2: Until the start of your next Turn, each Target can add a roll of your Bardic Inspiration Die to their Attack Roll. •Stage 3: Each Target may make a single Weapon Attack or Unarmed Strike for 0RP. Bard Action Card (Feats of Leadership) Enchanted Performance: Magic AP Cost: 2AP Requirement: Level 10 Cost: 1 Use of Bardic Inspiration Target: A number of entities within your AoC, who can understand you and see/hear you, up to your Leadership Trait Duration: Concentration, up to 3 Rounds Effect: Your art works to heal your allies. Upon performing this action for the Duration, your Movement speed is halved and any benefits of prior Enchanted Performances are ended. At the start of each of your Turns, you may pay 1AP to progress the performance to the next stage, failing to do so ends the action. The stages of his performance are: •Stage 1: Until the start of your next Turn, each Target can increase the Range of their Spell’s/Powers by a number of metres equal to a roll of your Bardic Inspiration Die. This has no effect on Self or Touch Range spells/powers. •Stage 2: Until the start of your next Turn, each Target can add two rolls of your Bardic Inspiration Die to their spell’s/power’s Damage Roll. •Stage 3: Each Target may replenish one expended 1st Circle Spell Slot or equivalent Psi Points/Soul Points. Bard Action Card (Feats of Leadership) Reinvigorating Art AP Cost: 3AP Requirement: Level 10 Cost: 1 Use of Bardic Inspiration Target: An allied entity you can see within Range, who can understand you and see/hear you Range: Your AoC Effect: Your art encourage others to make risky gambles for the sake of the party. The Target can choose one Feature, action, or ability that replenishes upon completing a Short Rest. The Feature, action, or ability is restored as if they had completed a Short Rest. Once a Target has been affected by this action they cannot do so again until they have completed a Long Rest. Bard Action Card (Feats of Leadership) Enchanted Performance: Destiny AP Cost: 2AP Requirement: Level 14 Cost: 1 Use of Bardic Inspiration Target: A number of entities within your AoC, who can understand you and see/hear you, up to your Leadership Trait Duration: Concentration, up to 3 Rounds Effect: Your art works to heal your allies. Upon performing this action for the Duration, your Movement speed is halved and any benefits of prior Enchanted Performances are ended. At the start of each of your Turns, you may pay 1AP to progress the performance to the next stage, failing to do so ends the action. The stages of this performance are: •Stage 1: Each Target becomes Inspired. •Stage 2: Until the start of your next Turn, each Target has their Inspired Event Scope increased by 1. •Stage 3: Each Target gains a Mark of Fate and becomes Inspired. Until the start of your next Turn, each Target has their Inspired Event Scope increased by 2. Bard Action Card (Feats of Leadership) Enchanted Performance: Doom AP Cost: 2AP Requirement: Level 14 Cost: 1 Use of Bardic Inspiration Target: A number of entities within your AoC, who can understand you and see/hear you, up to your Leadership Trait Duration: Concentration, up to 3 Rounds Effect: Your art works to heal your allies. Upon performing this action each Target must make a Determination Test. Failed Test: For the Duration, your Movement speed is halved and any benefits of prior Enchanted Performances are ended. At the start of each of your Turns, you may pay 1AP to progress the performance to the next stage, failing to do so ends the action. The stages of this performance are: •Stage 1: Each Target gains two Degrees of the Frightened condition. •Stage 2: Each Target gains three Degree of the Exhaustion condition. •Stage 3: Each Target gains four Degrees of the Doom condition. Bard Action Card (Feats of Leadership) Words of Rising AP Cost: 3AP Requirement: Level 14 Cost: 3 Uses of Bardic Inspiration Target: An allied entity you can see within Range who has Died within the last Round Range: Touch Effect: Your bring an ally back from the brink. The Target returns to life with 1HP, 1 Degree of the Dazed condition, and 3 Degrees of the Wounded condition. This action can’t return to life an entity that has died of old age, nor can it restore any missing body parts.