Scorched

Among the Wagons of Larana there exist a group of people who move among the Merchants and Tradesmen quietly but effectively. Skilled and clever fighters, they focus their efforts on the procurement of valuable information that is collected by a vast network of informants. They keep their identity a secret to all but their closest contacts. Their eyes and ears go everywhere in the world and with it they bring back scraps of information. The Scorched are resourceful in finding additional uses for the most basic of items. Many trained hard since they were young. Since the reveal of the Scorched to the World, other nations have also begun, though vastly behind, to bring in their own Information gathering spies, many of which are recruited from the Scorched.

Required Fighting Style: Scorched fight with Long, Small, or Short Weapons, may use a Small Weapon in their other hand. They may also use Bucklers. Scorched may wear Light Armor or Medium Armor. Scorched cannot use their Fighting Style combat abilities while using any weapon larger than Long Weapon, using a second weapon larger than Small Weapon, using any Shield larger than Buckler, or wearing Heavy Armor or Encased Armor.

Prerequisites: All Dexterity Tier 1 abilities (Passive, Per Combat, Per Reset) or All Ingenuity Tier 1 abilities (Passive, Per Combat, Per Reset), Long Weapon, Small or Short Weapon, Ambidextrous, Light or Medium Armor Only.

Gain one Apprentice ability at no cost with initial purchase. Others may be purchased with additional experience points

Caravan of Secrets

Cost: 6 XP

When participating in an Investigation, the character may, once per Reset, be considered to have a Tier 1 Lore in a relevant subject to the investigation topic. At Intermediate, this increases to twice per Reset, and at Master, this increases to three times per Reset. See the Academia skill for more information on Investigations.

Tagline: None

Shadowed Alleys

Cost: 6 XP

The character may use a Natural Conceal effect, at will, when next to the wall of a structure or the side of a large wagon, after 1 minute of Concentration. See the Effects List for more information.

Tagline: “Natural Conceal”

Like Fire, Memory

Cost: 6 XP

Each event, as a Production action, the character receives 3 doses of Lantern Oil. This increases to 6 doses at Intermediate, and 9 doses at Master. 

In addition, the character may, at will, spend a dose of Lantern Oil and 10 seconds of concentration, to use a Fire Stabilize effect on a willing or incapacitated target, immediately followed by a Fire Torment effect on the same target. 

Tagline: “Fire Stabilize”, “Fire Torment”

Aggressive Negotiation

Cost: 6 XP

The character may call +2 damage on a single weapon attack, once per combat. This increases to twice per combat at Intermediate, and three times per combat at Master.

Tagline: “Natural Crit 3” when used with a 1 damage weapon.

Prerequisites: All Dexterity Tier 2 abilities (Passive, Per Combat, Per Reset) or All Ingenuity Tier 2 abilities (Passive, Per Combat, Per Reset), any 2 Apprentice abilities

Gain one Intermediate ability at no cost with initial purchase. Others may be purchased with additional experience points

Carousing

Cost: 8 XP

The character may, once per target per encounter, spend 1 minute of active interaction with another character while not in combat and use a Natural Charm effect. If the character witnesses a target consume an Intoxicant, the character may use this effect again on that target. 

A Charm effect causes the target to move one step more friendly in how NPC relations are handled. Combative characters become neutral, neutral characters, become friendly. Characters who are at the far extremes of this spectrum either hating or being a confidant are outside of what Charm can affect. This has a 10 minute duration and is considered a Mental Effect. See the Effects List for more information.

Tagline: “Natural Charm”

Fast Hands

Cost: 8 XP

The character may hold Small Weapons in their hands while Concealed or Invisible.  

In addition, if the ability Shadowed Alleys is possessed, the Conceal granted by that ability is now Rapid, which reduces the concentration time for that ability from 1 minute to 30 seconds. 

Tagline: “Rapid Natural Conceal” if Shadowed Alleys is possessed.

Like Fire, Spite

Cost: 8 XP

The character may, once per combat, spend a dose of Lantern Oil to use a packet delivered “Fire Engulf” effect. The Engulf effect causes the target item (such as a weapon or armor or shield) to erupt with magic of the designated type. This immediately causes 1 point of damage to all hit locations touching the item. Then in 10 seconds this damage happens again. Engulf lasts for 60 seconds. See the Effects List for more information.

Tagline: “Fire Engulf [Target]

Uncanny Deflection

Cost: 8 XP

Allows the character to, once per combat, use a Parry effect. This Parry is not considered a Lesser Defense, and thus may be called in addition to any other Lesser Defenses without counting against the limit of 3, and the Dexterity Tier 3 Passive Advantage Flexible Defense would not apply. See the Effects List for more information.

Tagline: “Natural Parry”

Prerequisites: All Dexterity Tier 3 abilities (Passive, Per Combat, Per Reset) or All Ingenuity Tier 3 abilities (Passive, Per Combat, Per Reset), any 2 Intermediate abilities

Gain one Master ability at no cost with initial purchase. Others may be purchased with additional experience points

Bolt Hole

Cost: 10 XP

Once per Phase (event), the character may, with 1 minute of preparation, mark out the shape of a doorway on the inside and outside of a room, using a removable marking method, such as masking tape. The character may, at will, stand in front of a marked doorway and perform a 3 count of “Entering/Exiting 3, Entering/Exiting 2, Entering/Exiting 1”, to go through the marked doorway by going Out of Play and moving to the other side of the marked doorway. The two marked doorways must be on the same wall, but do not otherwise have to line up. 

Tagline: None

Blades in the Dark

Cost: 10 XP

When the character is the target of a Conceal effect, that effect upgrades to a Greater Conceal effect. All other aspects of that Conceal effect remain, including Source and any locational restrictions.

Tagline: “[Source] Greater Conceal”

Like Fire, Victory

Cost: 10 XP

The character may, once per combat, spend a dose of Lantern Oil to use a Fire Bless Weapon 2 effect on one of the character’s wielded weapons. The target weapon deals +2 Fire damage on all swings till the end of combat or 30 minutes.

Tagline: “Fire Bless Weapon 2”, “Fire 3” when used on a weapon with 1 base damage.

Inferno’s Kiss

Cost: 10 XP

The character may, once per combat, spend a dose of Lantern Oil and a dose of Intoxicant to use a packet delivered Fire Barrage effect. The Barrage effect delivers an automatic Wound to every hit location and reduces all Vigor to 0 (though Vigor may subsequently be healed). Note that this effect directly causes Wounds, it does not deal damage, and so bypasses armor, Shells, and Spell Protection. It may be defended with Dodge, Spell Flux, Counter Spell, Wyrding, Resist and Absorb. See the Effects List for more information.

Tagline: “Fire Barrage”