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Modern Talent Foci

AX.GHW.09.02 - Talent Foci for the Modern Setting


Overview

Talent Foci are specializations within a Talent, the difference between a character who has Lore (general supernatural knowledge) and a character who has Lore with a Focus in Vampires (who has spent years specifically studying vampire behavior, taxonomy, and destruction methods). A Focus adds 1D to rolls that fall squarely within its scope.

Focus Rules (from AX.C.04): - A Focus is tied to a specific Talent; it cannot be used without the parent Talent - A Focus adds +1D when the roll falls within the Focus's scope; the GM adjudicates scope - A character may have multiple Foci within the same Talent - Foci are purchased separately from Talent ratings during character creation and advancement - A Focus costs the same as 1D of Talent advancement

Scope Guidance: When in doubt, a Focus applies when the action is specifically about its subject. Lore (Vampires) applies when examining a bite wound for vampire characteristics, researching vampire bloodlines, or recalling whether a specific vampire's known weakness applies here. It does not apply to a general Lore roll about the hidden world, or to identifying a ghost.


Precision

The Precision Talent governs all ranged weapon use: Speed + Precision vs target Defense (or Speed Save for area attacks). It covers firearms, thrown weapons, and any ranged combat tool.

Core Talent: A character with Precision and no Focus is competent with all ranged weapons; they can operate any firearm, throw accurately, and engage targets effectively at range.

Focus Effect: Each Focus within Precision provides +1D when using that specific weapon type. A character with Precision 2D and a Handguns Focus rolls 3D (2D Talent + 1D Focus) on handgun attacks.


Focus: Handguns

Scope: All pistol-class weapons, semi-automatic handguns, revolvers, compact handguns. Includes both hands-free operation (strong hand) and non-dominant hand operation.

Mechanical Effects: - +1D to attack rolls with handguns - The character can draw a handgun as a Free Action without a minimum Precision requirement - With 2D+ in this Focus: may make two handgun attacks in one Primary Action (second attack at -1D)

Practical Notes: Handguns Focus is the most commonly taken Precision Focus, handguns are the default carry weapon, and the draw speed improvement has practical value in every combat encounter.


Focus: Shotguns

Scope: All shotgun-class weapons, pump-action, semi-automatic, sawed-off configurations. Includes all shotgun ammunition types (buckshot, slug, salt rounds, specialized).

Mechanical Effects: - +1D to attack rolls with shotguns - Buckshot attack hits up to two adjacent targets within the Close-range arc without penalty (normally only one target is the primary; this Focus extends the effective spread targeting) - With 2D+ in this Focus: may pump and fire without the Free Action delay on pump-action configurations (the motion is practiced into a single fluid action)

Practical Notes: The spread targeting improvement is the primary draw, shotguns are the most effective close-range option against multiple low-tier threats.


Focus: Rifles

Scope: All rifle-class weapons, bolt-action, semi-automatic, automatic rifles. Includes precision/sniper configurations.

Mechanical Effects: - +1D to attack rolls with rifles - When the character forgoes movement to aim (gaining the standard +1D from stillness), the total bonus becomes +2D (Focus + aimed fire stack) - With 2D+ in this Focus: effective range extends by one band for attack purposes (Near becomes Far effective; Far becomes Distant effective)

Practical Notes: The range extension at Focus 2D is significant for standoff engagements, particularly relevant against cryptid and Champion-tier threats where closing range is dangerous.


Focus: Heavy Weapons

Scope: Crew-served weapons, anti-material rifles, grenade launchers, RPG-class weapons, vehicle-mounted weapons. Requires organizational access or significant black-market sourcing for the equipment itself.

Mechanical Effects: - +1D to attack rolls with heavy weapons - The character can operate heavy weapons solo that normally require a two-person crew (anti-material rifles, tripod-mounted weapons) - With 2D+ in this Focus: heavy weapon attacks that deal area damage extend the area by one range band

Practical Notes: Heavy Weapons Focus has limited application in most campaigns but is appropriate for Vanguard Operators and National-level characters who engage Champion and Legendary threats where field-portable heavy weapons are the appropriate response.


Focus: Thrown Weapons

Scope: Thrown weapons and improvised thrown objects, knives, shuriken, grenades, holy water vessels, salt-filled bags, any object deployed by throwing.

Mechanical Effects: - +1D to attack rolls with thrown weapons and objects - The character may throw as a Free Action if the object is already in hand (normally a Primary Action) - With 2D+ in this Focus: effective throwing range extends from Close to Near for small objects

Practical Notes: Thrown weapons Focus is highly practical for characters who rely on thrown holy water, salt rounds deployed as dispersal, or improvised weapons. The Free Action throw from hand is the most frequently useful improvement.


Lore

The Lore Talent governs supernatural knowledge, identification, behavioral patterns, weaknesses, destruction methods, historical context, and field application of that knowledge. Wit + Lore is the standard roll for threat research, identification from evidence, and recalling operational information under pressure.

Core Talent: A character with Lore and no Focus has general hidden-world awareness; they know the basics across threat categories, can recognize major supernatural phenomena, and can conduct research effectively. They are not specialists.

Focus Effect: Each Lore Focus provides +1D for knowledge specifically within that category. Lore (Vampires) at 1D gives a strong researcher a +1D advantage when their specific area is directly relevant.


Focus: Vampires and Undead

Scope: Vampires (all tiers from Thrall through Master), undead of all types (zombies, revenants, spirits, poltergeists), vampire bloodline history and social structures, destruction and banishment methods for the undead category.

Mechanical Effects: - +1D to Wit + Lore rolls involving undead identification, behavioral analysis, and destruction planning - The character knows the standard weakness and destruction method for all entries in the undead category without a roll - With 2D+ in this Focus: the character can identify a vampire's approximate tier (Thrall, Standard, Elder, Master) by observing their behavior and physical presentation, without direct interaction

Practical Notes: The most commonly relevant Lore Focus given the undead category's breadth and the frequency of vampire-adjacent encounters in urban horror campaigns.


Focus: Shadow Entities

Scope: Shadow entities (all tiers), hellhounds, shadow-touched entities, shadow compacts and their mechanics, possession by Shadow entities, exorcism of Shadow possessors, the Crossroads Shadow and similar compact entities.

Mechanical Effects: - +1D to Wit + Lore rolls involving Shadow entity identification, compact analysis, possession assessment, and exorcism planning - The character knows the standard weakness and exorcism method for all entries in the Shadow entity category without a roll - With 2D+ in this Focus: the character can assess a shadow compact's approximate terms and binding strength from observable behavior of the compacted party (Wit + Lore vs Threshold 2, no active compact examination required)

Practical Notes: Pairs well with the Hollow Pact tradition. Characters who investigate shadow compact networks benefit significantly from the compact-reading ability at Focus 2D.


Focus: Shapeshifters

Scope: Werewolves (all tiers), Alpha Werewolves, skinwalkers, doppelgangers, wendigos, any transformation-based entity. Includes silver bane applications, identification of shapeshifter activity from physical evidence, and behavioral pattern analysis.

Mechanical Effects: - +1D to Wit + Lore rolls involving shapeshifter identification, territorial behavior analysis, and silver-counter planning - The character knows the standard weakness (silver), destruction method, and behavioral markers for all entries in the shapeshifter category without a roll - With 2D+ in this Focus: the character can identify whether a shapeshifter is a true lineage shifter (Skinchanger PC-type) versus an infected or entity-type shifter from behavioral and physical observation, a distinction with significant social and ethical implications

Practical Notes: The distinction ability at Focus 2D directly addresses the Skinchanger lineage overlap noted in 04-shapeshifter.md, a character with this Focus will not misidentify a Skinchanger PC as a threat.


Focus: Fae

Scope: All fae entity types (Fetches, wisps, Redcaps, Kelpies, Banshees, Tricksters, Fae Lords), fae court politics and structure, true name research methodology, cold iron and rowan applications, bargain mechanics and their dangers, Liminal geography relevant to fae activity.

Mechanical Effects: - +1D to Wit + Lore rolls involving fae identification, court structure analysis, true name research, and counter-planning - The character knows the standard weakness (cold iron), rowan applications, and true-name leverage for all entries in the fae category without a roll - With 2D+ in this Focus: true name research rolls gain +1D (the character knows which sources are reliable and which are folklore noise). The character also knows when a fae is giving a false name (Wit + Lore vs the fae's Deceive, no separate roll required; this is automatic if the Focus is at 2D)

Practical Notes: True name access is the highest-leverage tool in fae encounters; Focus 2D makes a character genuinely dangerous to fae of all tiers in a non-combat mode.


Focus: Cryptids

Scope: All cryptid entity types (Black Dog, Chupacabra, Bigfoot/Sasquatch, Jersey Devil, Mothman, Thunderbird, and regional variants), territorial behavior, Veil risk assessment, evidence management for cryptid incidents, deterrence approaches.

Mechanical Effects: - +1D to Wit + Lore rolls involving cryptid identification, territorial analysis, and deterrence planning - The character knows the behavioral patterns, territorial needs, and deterrence approaches for all entries in the cryptid category without a roll - With 2D+ in this Focus: the character can read cryptid territorial markers in the environment (track patterns, environmental modification, acoustic signatures) without a roll, and can estimate how long a cryptid has been in an area and why it may have moved from its normal territory

Practical Notes: Cryptids have no tradition-based weaknesses; Lore knowledge is the primary operational tool. The territorial reading at Focus 2D makes investigation of cryptid incidents significantly faster.


Focus: Aberrations

Scope: All aberration entity types (Dimensional Spawns, Stalkers, Reality Fractures, Mind Feeders, The Hollow, Voidwalkers), Breach identification and characterization, Veil Fracture effects and recovery, dimensional geography, containment approaches.

Mechanical Effects: - +1D to Wit + Lore rolls involving aberration identification, Breach assessment, and containment planning - The character knows the standard behavior patterns and conventional limitations of all entries in the aberration category without a roll - With 2D+ in this Focus: the character can assess a Breach's approximate scale and closure difficulty without a Mediumship roll (Wit + Lore vs Threshold 2). They also know when Veil Fracture damage is approaching dangerous thresholds for specific characters; they can identify cognitive deterioration patterns before the affected character does

Practical Notes: This is a research-support Focus more than a combat-support Focus. Characters pairing this with a Mediumship tradition practitioner on the team create a highly effective aberration response unit.


Focus: Cursed and Possessed

Scope: Possession mechanics (all entity types), curse identification and typing, exorcism ritual methods, the Bound and shadow compact structure from a victim-identification perspective, Witch and Necromancer threat patterns.

Mechanical Effects: - +1D to Wit + Lore rolls involving possession assessment, curse identification, and exorcism planning - The character knows the standard exorcism method for the major entity types and the standard counter approaches for the main curse types without a roll - With 2D+ in this Focus: the character can assess whether a possessed individual's host is likely to survive a given exorcism method before attempting it (Wit + Lore vs Threshold 2 to assess host viability). They also automatically recognize behavioral signatures of possession in social interaction; they do not need a Notice roll to detect that something is wrong with a possessed individual

Practical Notes: The automatic possession detection is extremely practical; it converts a potential ambush by a Possessed Operative into forewarned engagement.


Medicine

The Medicine Talent governs medical knowledge and application in the field, emergency trauma care, forensic analysis, biological research, and supernatural physiology assessment. Wit + Medicine for research and analysis; Speed + Medicine (or Body + Medicine) for hands-on trauma care under pressure.

Core Talent: A character with Medicine and no Focus can provide basic field medicine, stabilize wounded characters, assess injuries, and conduct simple forensic analysis. They are competent across medical domains but not specialized.


Focus: Emergency Response

Scope: Field trauma care, wound stabilization, arterial bleeding, broken bones, concussion management, gunshot and blade wounds, emergency transport decisions. Everything that happens between injury and a hospital.

Mechanical Effects: - +1D to Medicine rolls for trauma care in the field - The character can stabilize a character at 0 Health as a Primary Action (normally takes a Full Round Action). Stabilized characters are not recovering, but they are not dying. - With 2D+ in this Focus: the character's field treatment can restore up to 5 Health to a wounded character per scene (Wit + Medicine vs Threshold 2, requires basic medical supplies). This represents proper wound management rather than just stabilization.

Practical Notes: The most combat-relevant Medicine Focus. Teams without an Emergency Response specialist suffer significantly higher post-combat attrition.


Focus: Forensics

Scope: Crime scene analysis, cause of death determination, evidence interpretation, wound pattern analysis, trace evidence collection, toxicology assessment, differentiating natural from supernatural cause.

Mechanical Effects: - +1D to Medicine rolls for scene analysis and evidence interpretation - The character can determine cause of death and estimate time of death without laboratory equipment (Wit + Medicine vs Threshold 2 for straightforward cases; Threshold 3–4 for complex or supernaturally complicated deaths) - With 2D+ in this Focus: the character can distinguish supernatural from conventional cause in wound and death evidence without ambiguity (Wit + Medicine vs Threshold 2). They can also identify when evidence has been altered or staged, when someone has tried to make a supernatural death look natural, or vice versa

Practical Notes: Investigation-primary characters benefit greatly from Forensics Focus; it converts crime scene examination from a Lore+Notice problem into a Medicine problem with appropriate bonuses.


Focus: Supernatural Physiology

Scope: The biology of non-human lineage characters and threat entities, Dhampir metabolic requirements, Skinchanger transformation physiology, Haunt biological anomalies, supernatural wound response, the physical effects of curse and possession on host bodies.

Mechanical Effects: - +1D to Medicine rolls involving non-human patients or entities - The character can assess a lineage character's current condition accurately, including supernatural conditions (Veil Strain, Blood Hunger in Dhampir, transformation stress in Skinchangers), without the character needing to self-report - With 2D+ in this Focus: the character can provide meaningful medical care to non-human patients. Without this Focus, standard medicine has reduced effectiveness on non-human lineage characters (GM discretion on severity); with it, treatment functions at full effectiveness. They can also assess whether a supernatural condition on a human (possession, curse, Veil Fracture accumulation) is worsening or stable

Practical Notes: Essential for teams that include non-human lineage characters who cannot receive standard medical care. Also highly relevant for assessing the status of possessed individuals and Veil Fracture accumulation in aberration-heavy campaigns.


Technical

The Technical Talent covers modern technology operation, manipulation, and bypass, computers, electronics, security systems, surveillance infrastructure, mechanical systems, and improvised technical work in the field. Wit + Technical for analysis and construction; Speed + Technical for fast bypass under pressure.

Core Talent: A character with Technical and no Focus can operate standard technology, bypass common security, and work with electronic systems at a functional level. They are not specialists in any specific area.


Focus: Computer Systems

Scope: Network penetration, database access, encrypted communications, system administration exploitation, digital forensics, social engineering through digital channels, surveillance system access.

Mechanical Effects: - +1D to Technical rolls involving computer systems, networks, and digital data - The character can access unsecured or lightly secured digital systems (Threshold 1–2) without a roll. Secured systems still require a roll but at the full bonus. - With 2D+ in this Focus: the character can perform digital cover-up operations, removing logs, altering records, scrubbing evidence from digital systems, as part of Veil management. This covers the digital evidence trail that physical scene cleanup cannot address.

Practical Notes: The digital cover-up capability at Focus 2D is specifically relevant to Veil maintenance, every scene involving a smartphone, security camera, or networked system potentially produces digital evidence. A character with this Focus can address that evidence systematically.


Focus: Security Systems

Scope: Physical security system bypass, cameras, motion sensors, electronic locks, alarm systems, biometric systems, safe cracking, vehicle security. Both defeating existing systems and designing effective countermeasures.

Mechanical Effects: - +1D to Technical rolls involving physical security systems - The character can assess a security system's coverage and identify its gaps without a roll (Wit + Technical vs Threshold 2 for sophisticated systems; automatic for standard commercial systems) - With 2D+ in this Focus: the character can defeat security systems without triggering them, standard bypass leaves a log or evidence of forced entry; this Focus's 2D application removes that trail. A character bypassing a camera system leaves no record of the gap.

Practical Notes: Access to locations (crime scenes, institutional archives, government facilities) is a consistent investigative challenge. Security bypass capability directly enables the investigation layer of most scenarios.


Focus: Surveillance

Scope: Setting up, operating, and defeating surveillance systems, covert cameras, microphone placement, tracking systems, counter-surveillance (detecting whether you are being watched), mobile surveillance during foot pursuits.

Mechanical Effects: - +1D to Technical rolls involving surveillance deployment and counter-surveillance - The character can place surveillance equipment that requires a Threshold 4 Notice roll to detect (normally Threshold 2–3) - With 2D+ in this Focus: the character automatically detects passive surveillance systems in their environment without a roll (they notice the camera angles, the unusual placement, the vehicle that was there yesterday). Active surveillance (a person following them) requires a Notice + Tactics roll but at +1D.

Practical Notes: Surveillance capability is both an offensive (monitoring targets) and defensive (detecting when the characters are being watched) tool. The passive system detection at Focus 2D is particularly valuable in environments where government or criminal surveillance of the characters is plausible.


Focus: Forensic Analysis

Scope: Technical examination of physical evidence, material analysis, tool mark examination, document authenticity, trajectory reconstruction, chemical residue analysis, device examination (IEDs, communication intercepts, unusual artifacts).

Mechanical Effects: - +1D to Technical rolls involving physical evidence analysis - The character can conduct basic material analysis in the field with minimal equipment (Wit + Technical vs Threshold 2 for common materials; Threshold 3–4 for unusual or supernatural compounds) - With 2D+ in this Focus: the character can examine a supernatural artifact or object and determine its general function and origin type (not full identification, but "this is Shadow-origin binding object" vs "this is fae-crafted" vs "this is a human-made ritual component"), Wit + Technical vs Threshold 3

Practical Notes: Works well alongside Medicine (Forensics) Focus, the two cover overlapping investigation territory from different angles. Forensic Analysis is stronger for physical and artifact evidence; Medicine Forensics is stronger for biological evidence and cause of death.


Tactics

The Tactics Talent covers operational planning, threat engagement strategy, environmental exploitation, team coordination, and situational assessment under pressure. Wit + Tactics for planning and analysis; Speed + Tactics for fast decision-making in fluid situations.

Core Talent: A character with Tactics and no Focus is a competent field operator; they can plan operations, coordinate team movement, assess tactical situations, and respond effectively under pressure across multiple contexts.


Focus: Ambush

Scope: Setting and springing traps, preparation of ambush sites, exploitation of terrain for attack advantage, delaying and channeling enemy movement, surprise attack initiation.

Mechanical Effects: - +1D to Tactics rolls involving ambush setup, trap placement, and surprise attack initiation - Characters acting on the character's tactical instructions in an ambush gain +1D to their first action (the trap setup bonus applies to the whole team, not just the Tactics character) - With 2D+ in this Focus: when the character initiates a prepared ambush (they had at least one scene to set up), all enemies in the kill zone must succeed on Notice vs Threshold 3 (rather than the character's Stealth result) to avoid being caught completely flat-footed, losing their first-round action

Practical Notes: Ambush Focus favors groups that approach encounters through preparation. A team with an Ambush specialist changes the default encounter dynamic from reactive to proactive.


Focus: Monster Hunting

Scope: Tactical engagement against supernatural threats specifically, approach routes that minimize threat awareness, exploitation of supernatural vulnerability windows, engagement timing relative to threat behavioral patterns, kill-zone construction against specific entity types.

Mechanical Effects: - +1D to Tactics rolls involving engagement planning against supernatural threats - The character can identify the optimal tactical approach for a specific threat category once they know what they're facing (Wit + Tactics vs Threshold 2, free if they already have Lore knowledge of that category). The identified approach gives the team +1D to their first engagement action. - With 2D+ in this Focus: the character can assess a threat's current behavioral state, whether it's actively hunting, resting, feeding, or protecting something, from indirect observation (tracks, environmental disturbance, pattern of recent activity). This intelligence directly informs timing and approach decisions.

Practical Notes: The engagement optimization ability is the primary draw; it converts tactical knowledge into a concrete mechanical bonus for the team's opening action, which is when the tactical advantage is most valuable.


Focus: Exorcism Coordination

Scope: Managing complex exorcism and banishment operations as a team effort, coordinating the practitioner performing the exorcism with characters managing the physical situation, timing interventions to protect the practitioner, managing hostile host bodies without lethal force.

Mechanical Effects: - +1D to Tactics rolls involving exorcism and banishment operation coordination - When the character coordinates a ritual exorcism (the character directs the operation rather than performing the ritual themselves), the performing practitioner gains +1D to their exorcism roll - With 2D+ in this Focus: the character can maintain the tactical situation (keeping the host restrained and the team positioned) while the practitioner works, even if conditions become chaotic. Any penalties to the exorcism roll from combat conditions (Possessed Operative resisting, entity-assisted defense) are reduced by 1 before the roll is made.

Practical Notes: This Focus specifically addresses the challenge of exorcism as a team operation: the Mediumship or Sacred Fire character needs time and stability to perform the exorcism; the Tactics character creates that stability.


Focus: Trap Setting

Scope: Constructing physical and material traps for supernatural threats, salt circles and barriers as deliberate containment, cold iron restraint rigs, trigger-activated dispersal systems (salt shots, UV floods, fire traps), site preparation for specific threat engagement.

Mechanical Effects: - +1D to Tactics rolls involving trap construction and site preparation - Traps constructed by the character have their activation Threshold increased by 1 (they are better hidden and better triggered, a salt circle disruption attempt is Threshold 3 instead of 2; a restraint rig requires a higher Body Save to escape) - With 2D+ in this Focus: the character can construct improvised traps from available materials without a roll for standard configurations (salt barriers, rowan wards, standard restraint rigs). Novel configurations (a specific trap for an unusual threat type not in the standard playbook) still require a Wit + Tactics roll vs Threshold 2–3.

Practical Notes: The most preparation-intensive Focus in the catalog. Characters with Trap Setting build the pre-encounter infrastructure that makes difficult fights possible; it pairs with Ambush to create an operation-planning character with strong environment control.


Focus: Leadership

Scope: Team coordination under pressure, morale management during extended operations, command decision-making in fluid situations, managing panicked or overwhelmed civilians.

Mechanical Effects: - +1D to Tactics rolls involving team coordination and command decisions - Once per scene, the character may issue a directive that grants one allied character +1D to their next action (the directive clarifies the tactical situation just enough to give them the edge). This is a Free Action. - With 2D+ in this Focus: when a character in the team is affected by a fear or morale condition (Shaken, Dread from a Banshee's Wail, Veil Fracture cognitive effects), the Leadership character may attempt to steady them as a Free Action (Wit + Tactics vs Threshold 2, success clears the condition one round early or reduces its effect).

Practical Notes: Leadership Focus is most valuable in large teams or in scenarios where individual characters are likely to face conditions that impair them. It trades the Tactics character's action efficiency for team-wide resilience.


Focus Quick Reference

Talent Focus Primary Benefit 2D Bonus
Precision Handguns +1D to handgun attacks; Free Action draw Two attacks per Primary Action
Precision Shotguns +1D; extend buckshot targeting Eliminate pump delay
Precision Rifles +1D; stack with aimed fire bonus Range extends one band
Precision Heavy Weapons +1D; solo operation of crew weapons Area damage extends one band
Precision Thrown Weapons +1D; throw as Free Action Range extends Close→Near
Lore Vampires/Undead +1D; auto-know category weaknesses ID vampire tier by behavior
Lore Infernal +1D; auto-know exorcism methods Read contracts from behavior
Lore Shapeshifters +1D; auto-know silver applications Distinguish lineage from infected
Lore Fae +1D; auto-know cold iron/rowan True name research +1D; detect false names
Lore Cryptids +1D; auto-know deterrence approaches Read territorial markers
Lore Aberrations +1D; auto-know behavioral limits Assess Breach scale without Mediumship
Lore Cursed/Possessed +1D; auto-know exorcism methods Auto-detect possession; assess host viability
Medicine Emergency Response +1D; faster stabilization Restore 5 HP per scene field treatment
Medicine Forensics +1D; cause/time of death without lab Detect staged vs. real supernatural evidence
Medicine Supernatural Physiology +1D on non-human patients Full effectiveness on lineage characters; assess Veil Fracture
Technical Computer Systems +1D; auto-bypass unsecured systems Digital evidence scrub for Veil management
Technical Security Systems +1D; assess coverage without roll Bypass without evidence of gap
Technical Surveillance +1D; harder-to-detect placement Auto-detect passive surveillance
Technical Forensic Analysis +1D; field material analysis ID supernatural artifact origin type
Tactics Ambush +1D; team gets +1D on first action Enemy must beat Threshold 3 to avoid flat-foot
Tactics Monster Hunting +1D; ID optimal approach; team +1D opening Read behavioral state from indirect signs
Tactics Exorcism Coordination +1D; practitioner gains +1D under direction Reduce combat-condition penalties to exorcism
Tactics Trap Setting +1D; traps at +1 Threshold Improvised standard configs without roll
Tactics Leadership +1D; once/scene grant ally +1D Clear morale conditions as Free Action