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Imperial

The humans of CyrodiilCyrodiil [CY]Native Skill - Detain. are known for their civility and, in these troubled times, their lack of a stable homeland. The Imperials' once-pastoral province, which formerly housed the capital of the Second Empire, is currently engulfed in the Three Banners War, and its countrymen have either scattered to the wind or hunkered down in an attempt to outlast the violence. Fortunately, Imperials are uniquely suited to adapt to the present circumstances, as their history of trade and diplomacy has given them an advantage when navigating the shifting tides of war.

Ability [Imperial Mettle]: Once per battle, when you would be dealt 3 or fewer damage, prevent that damage and insteadInsteadIf an ability says 'When you would do X, do Y instead,' you have to be able to do Y in order to avoid doing X. gain that much 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.Rulebook pp. 25, 89.

Ability [Diplomat]: Once per battle, on your turn, choose 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.Rulebook p. 58 level 1/5 enemyEnemyAll opposing units to the party are considered enemies, regardless of their level.Rulebook pp. 54–55, 90. This unit becomes a companionCompanionA companion is a unit that is under the ongoing control of either the entire party or a specific adventurer.Rulebook pp. 90–91 controlled by you until the end of the round.

StatValue
HealthHealthHP chips are stacked underneath an adventurer's chip and removed to indicate how much damage they have taken relative to their Health stat.Rulebook p. 205
StaminaStaminaRepresents an adventurer's capacity to move and roll dice for physical skills.Rulebook p. 202
MagickaMagickaRepresents the adventurer's capacity to roll dice for spellcasting skills, as well as those skills' range.Rulebook p. 202
CombatCombatCombat has 1 type of skill die which can be rolled in any battle form except Magic.Rulebook p. 222
CooldownCooldownThe number of dice removed from your cooldown track during the Recovery step of each of your turns in battle.Rulebook p. 232