
Unmatched Vigilance ability tree
A classic mark of many Sentinels is their foresight and alertness.
More information found on page 35 of Endless Vigil: A Sourcebook for Sentinels.
BASE ABILITY[]
Once per game session at the beginning of a structured encounter, the character may spend 2 Destiny Points. If [they] do so, [they] determine the Initiative order of the first round of the encounter. Characters still make checks to determine Initiative, but these results will only apply after Unmatched Vigilance's effects end.
UPGRADES[]
Always Alert Upgrade: After activating Unmatched Vigilance, the character may choose to use either Cool or Vigilance for [their] Initiative check until the end of the encounter.
Combat Preparation Upgrade: When the character activates Unmatched Vigilance, [they] may choose to introduce a "fact" or additional context directly into the narrative as if [they] had spent a Destiny Point.
Combat Readiness Upgrade: After activating Unmatched Vigilance, the character may immediately perform one free maneuver.
Duration Upgrade: The Initiative order that Unmatched Vigilance establishes lasts one additional round per Duration upgrade purchased.
Destiny Upgrade: To activate the Unmatched Vigilance base ability, the character needs to spend only 1 Destiny Point instead of the normal 2.
Group Preparation Upgrade: All NPCs add a setback die to their combat checks targeting any Player Character who has not yet taken a turn in the current round.
Group Vigilance Upgrade: All PCs add a boost die to their combat checks targeting any NPC who has already taken a turn during the current round.