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Acrobat

Novice

Upgrade: Move into 10 different hexes in a single turn.

Innate Ability: After you defeat an enemy, you may immediately move up to 4 hexes. You may move through unitsUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. during this movement.

Tenacity CostNameAbility
1Rousing SpeedMove a number of hexes up to your CooldownCooldownThe number of dice removed from your cooldown track during the Recovery step of each of your turns in battle. stat. If you end this movement adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. to no enemies, you may healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. for 1 HP.
1Arcane AlacrityPlaceMove/PlacePlacing a unit is resolved by removing that unit from the map and placing it in a hex as described. yourself 2-4 hexes away from your current hex. ThenThenIf an ability says you "do X then do Y", X is considered a cost and must be paid before you can perform Y., spend any amount of additional tenacityTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect. to deal an adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. enemy damage equal to the additional tenacity spent.
2TumblingDefensive IconDefensiveRange: N/a. This form represents using the Combat skill to prevent damage instead of dealing it, or setting up other defensive skills such as Heavy Armor. InterruptInterruptTriggered according to its text's timing, either during a unit's turn or outside battle. If another ability or game effect would be resolved, the interrupt ability is resolved first. If 2 interrupt abilities would be resolved at the same time, the party decides which ability is resolved first.: When you would be dealt any amount of damage, you may drain an availableAvailableAvailable dice are the dice in your attribute rows that you can currently roll. Combat die to prevent that damage.
3Fighting FinesseApply a FearFearThe effects of this unit's non-Combat skills are ignored. This effect does not apply to skill dice already in active slots or the cooldown track. (Fear Icon) status die to an adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. enemy.
4Quick RecoveryResolve a Recovery step.

Master

Innate Ability: You may always move through unitsUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units.. After you defeat an enemy, you may immediately move up to 5 hexes.

Tenacity CostNameAbilityUpgrade effect
1Rousing SpeedMove a number of hexes up to your CooldownCooldownThe number of dice removed from your cooldown track during the Recovery step of each of your turns in battle. stat. If you end this movement adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. to no enemies, you may healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. for 1 HP.
1Arcane AlacrityPlaceMove/PlacePlacing a unit is resolved by removing that unit from the map and placing it in a hex as described. yourself 2-4 hexes away from your current hex. ThenThenIf an ability says you "do X then do Y", X is considered a cost and must be paid before you can perform Y., spend any amount of additional tenacityTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect. to deal each adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. enemy damage equal to the additional tenacity spent.Damage affects all adjacent enemies
2TumblingInterruptInterruptTriggered according to its text's timing, either during a unit's turn or outside battle. If another ability or game effect would be resolved, the interrupt ability is resolved first. If 2 interrupt abilities would be resolved at the same time, the party decides which ability is resolved first.: When you would be dealt any amount of damage, you may drain a die anywhere on your adventurer mat to prevent that damage.Removes battle form requirement, may drain any die
3Fighting FinesseApply a FearFearThe effects of this unit's non-Combat skills are ignored. This effect does not apply to skill dice already in active slots or the cooldown track. (Fear Icon) status die to an adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. enemy.
3Quick RecoveryResolve a Recovery step.Tenacity cost
(4 → 3)

info

Can I drain a fatigue or status die using the Tumbling ability?

No, you must drain a skill die.

Source