Soldier (Conduit Cities): Soldiers are members or former members of the Census Office Sweep Teams or Stalkers, the main military outfits of the Conduit Cities. It is also possible that an individual was part of the City Watch and was allowed to train with these groups.
Grey Cloaks are members or former members of the Census Office Sweep Teams. Named for the color of the cloaks they receive upon selection, they are few in number and specialize in defensive, small unit tactics in urban environments. Deploying in squads of seven, the teams' main purpose is to respond to Incursions by Outsiders or occasional raids by Element Cultists on the Conduit Plants. They sometimes guard important shipments of goods or storm particularly dangerous illegal operations when the City Watch calls on them.
Starting Skills: Armor Proficiency, Armor Focus, Shield Proficiency (Small Shield), Survival (Urban), Weapon Proficiency (Short Sword), Weapon Proficiency (Short Bow), Weapon Proficiency (Choice), Weapon Proficiency (Choice).
Starting Equipment: Gambeson or Buff Coat, Boiled Leather or Brigandine Breastplate, 3 options for weapons and/or shield.
Path Level | Ability Gained |
---|---|
1 | Shoulder to Shoulder |
5 | Extra Attack |
10 | Focused Attack |
15 | Extra Attack |
20 | Unbreakable Bond |
Shoulder to Shoulder: When an enemy targets an adjacent ally with a melee attack, the Grey Cloak may spend 2 EP and as a Reaction roll a d20 and add their Earth Modifier. If their roll is higher than the enemy's attack roll, the attack is treated as a miss.
Focused Attack: When part of an Overwhelm, the Grey Cloak counts as two characters instead of one. In addition, add your Earth modifier to damage for Overwhelm attacks.
Unbreakable Bond: The Grey Cloak automatically passes Stabilization checks for Incapacitated allies. In addition, if the Grey Cloak is adjacent to an Incapacitated ally, they receive the following benefits: ADV on all attack rolls, immunity to Overwhelm, ER equal to their Element modifiers, and doubled critical threat range on their weapons.
Red Cloaks are the field officers of the Census Office. They must all be superb fighters and prove themselves during at least one tour in the Sweep Teams or Stalkers before applying for officer training. Instead of focusing on pure combat, they use their skills to manage engagements and augment their unit's abilities. Officers only wear their full red cloak as part of a dress uniform, as it makes them stand out on the battlefield. When deployed they wear the same color cloaks as the rest of their unit, with only a subtle red fringe on the inside to mark their rank.
Starting Skills and Equipment: If the Red Cloak came from the Sweep Teams, see Grey Cloak Starting Skills and Equipment. If they came from the Stalkers, see Green Cloak.
Path Level | Ability Gained |
---|---|
1 | Situational Awareness |
5 | Extra Attack |
10 | Small Unit Tactics |
15 | Extra Attack |
20 | Commander |
Situational Awareness: As an Action, the Red Cloak may spend 2 EP and designate an enemy or a Basic Work task. Allies within hearing may add the Red Cloak's Air modifier to their attack rolls against that enemy or Basic Work rolls for that task until the beginning of the Red Cloak's next turn.
Small Unit Tactics: As an Action, the Red Cloak may spend 1 EP per ally within hearing. Those allies are able to take one of Defend, Disengage, or Dash as a Special Action until the start of the Red Cloak's next turn. The Red Cloak may affect a number of allies up to their Air modifier in this way.
Commander: As a Reaction, the Red Cloak may spend 2 EP and add their Air modifier to any d20 roll made by an ally within hearing. This decision may be made after the d20 roll but before the pass or fail result is known.
Green Cloaks are also known as Stalkers. They patrol the wilds on the outskirts of Conduit City territories in small groups of two or three. They are used to spending long periods of time living off the land and trekking through all types of weather. These soldiers are the wardens and early warning system for attacks from outside entities. Their presence is appreciated by all the smaller settlements outside the Conduit Cities.
Starting Skills: Armor Proficiency, Armor Focus, Survival (Biome around City), Weapon Proficiency (Short Sword), Weapon Proficiency (Long Bow), Weapon Proficiency (Choice), Bloodhound.
Starting Equipment: Gambeson or Buff Coat, Boiled Leather or Brigandine Breastplate, 3 options for weapons and/or shield.
Path Level | Ability Gained |
---|---|
1 | Hunter |
5 | Extra Attack |
10 | Warden |
15 | Extra Attack |
20 | Stalker |
Hunter: When in biomes they have the Survival skill for, Green Cloaks have +10ft base movement, the Rogue Archetype skill Hide in Shadows, and cannot be Surprised by enemies that do not have the Survival skill for that biome.
Warden: When in biomes they have the Survival skill for, Green Cloaks have the Rogue Archetype skill Blindfighting and the Assassin ability Shadowstep. The only difference in Shadowstep for the Green Cloak is that successful attacks are automatically critical hits. Shadowstep does not confer the Backstab ability to the Green Cloak.
Stalker: