Cohort Tactics
Your Cohort has extensive experience working together as a well-oiled machine (or Ethertech-enhanced organism). This allows them access to Cohort Tactics to give them an edge in accomplishing their goals. Cohort Tactics are akin to Ability Stunts that are available to all members of the Cohort.
Your Cohort begins with the Create an Opportunity tactic and Check This Out tactic. Unlocking additional Tactics is similar to unlocking traits for individual characters. It requires five (5) successes in a growth test, but any and all PCs may contribute dice from their Growth pool for this check. A minimum of one die must be contributed from three different members, and a maximum of three dice may be contributed by each member.
Note that each Cohort Tactic has a different frequency which it can be used: once per round, once per challenge, once per scene, or once per scenario. Each Tactic may be activated by any and all members of the Cohort as long as there is Destiny available to fuel it.
Create an Opportunity
One PC forgoes contributing modifiers that favor the Cohort this round. These are Beneficial(+) modifiers on the Cohort turn and Hindering(-) modifiers on the Challenge turn. At the end of the round, add one Destiny to the Destiny pool. This may be used once per round.
Check This Out
The Cohort chooses Destiny or Doom to introduce a new piece of information into the narrative. This information is improvised and not found as an existing trait. It creates a temporary Rank 1 trait that applies a Beneficial(+) modifier to the Cohort or a Hindering(-) modifier to the Challenge. This may be used once per Challenge and lasts for the duration of the Challenge.
Ask the Expert
One PC spends a Destiny to use another Cohort member’s Primary Expertise in their dice pool in place of their Expertise. The PC and the other Cohort member must be facing the same Challenge. This may be used once per scene.
Band of Heroes
One PC spends a Destiny per Cohort member to create A5 per Cohort member. These may be distributed between the Cohort groups in an Event as the Cohort sees fit. This may be used once per scene.
Call for Support
One PC spends a Destiny to call for support from a Cohort member facing a different Challenge. The PC called upon contributes one Beneficial(+) modifier from one of their traits to the other group. Traits contributed this way may not be used by the called upon PC in their own group. This may be used once per scene.
Secret Stash
One PC spends a Destiny to create a Rank 2 Resource or to Rank up an existing Resource (to a maximum of Rank 5). The Resource may be of any type except Moonshards and must be used immediately. This may be used once per scenario.
Tag Team
If a PC group fails (including Disaster) during a Challenge, the leader may ask an assisting Cohort member to lead instead. The Cohort spends a Destiny and the Cohort turn starts over with the new leader. Any Destiny spent during the failed “Set the Action” step are regained. If the Cohort turn fails again, the Cohort takes double stress on the Challenge turn. The original leader regains the lead for the next round. This may be used once per scene.
That One Maneuver
The Cohort spends a Destiny to combine their Abilities. For this round, Ranked modifiers are combined, with the overflow starting a new modifier. For example, three Rank 2 Abilities would combine for a total of six ranks, creating one Rank 5 modifier and one Rank 1 modifier. This may be used once per scenario.
We Don’t Play By the Rules
Choose a trait belonging to another Cohort member that requires a Destiny to activate. Spend a Destiny to activate that trait for yourself. This may be used once per scenario.
