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**[Hub](Hub.md) / [[Prism]] / [Prism Character Creation](Prism%20Character%20Creation.md) / [Prism Classes](Prism%20Classes.md)**
>[!infobox|n-th wsmall]
>###### <font size="+2">[[Drifter.webp|Drifter]]</font>
>![[Drifter.webp]]
> ###### <small>Art by [Nara](Narà.md)</small>
# Drifter (Work in Progress)
### [Wanderer's Gift](Wanderer's%20Gift.md) <small>(Level 1)</small>
Keywords - *[Mundane](Mundane.md)*, *[Tactics](Tactics.md)*, *[Dash](Dash.md)*
The first time each round a Drifter would move through an enemy's weapon range, they gain 1 [Adrenaline](Adrenaline.md). If an enemy attempts an [Attack of Opportunity](Attack%20of%20Opportunity.md) against the Drifter and misses, the Drifter gains 1 point of [Adrenaline](Adrenaline.md).
The Drifter may spend [Adrenaline](Adrenaline.md) to increase their [Movement Rating](Movement%20Rating.md) by an amount equal to the [Adrenaline](Adrenaline.md) spent.
The maximum [Adrenaline](Adrenaline.md) a character can have is equal to their maximum Action Points.
[Adrenaline](Adrenaline.md) fades at the end of combat.
### [One Hand Specialist](One%20Hand%20Specialist.md) <small>(Level 1)</small>
This character gains a [Weapon Augment](Weapon%20Augment.md) to a qualifying weapon they are proficient with. It gains another of these augment at levels 3, 6, and 9.
### [Light Armor Specialist](Light%20Armor%20Specialist.md) <small>(Level 1)</small>
This character gains an augment to a qualifying armor they are proficient with. It gains an additional augment at levels 3, 6, and 9.
### [Wanderlust](Wanderlust.md) <small>(Level 2)</small>
Keywords - *[Mundane](Mundane.md)*, *[Dash](Dash.md)*, *[Imbue](Imbue.md)*
Whenever the Drifter would spend an Action Point to move, they are imbued with one of the following imbuements at random.
Tier I [Aided](Aided.md)
Tier I [Reinforced](Reinforced.md)
Tier I [Renewed](Renewed.md)
Tier I [Alert](Alert.md)
These imbuements gain [fading](Fading.md) if they do not have them already and they lose [stackable](Stackable.md).
### [Character Path](Character%20Paths.md) <small>(Level 3)</small>
### [Common Sense](Common%20Sense.md) <small>(Level 4)</small>
Keywords - *[Mundane](Mundane.md)*, *[Tactics](Tactics.md)*, *[Empower](Empower.md)*
Whenever the Drifter would attempt to use a defensive reaction for the first time each round, the APC of that reaction is reduced by an amount equal to the Drifter's [Tenacity](Tenacity.md), [Willpower](Willpower.md), or [Resilience](Resilience.md).
### [Drifter's Luck](Drifter's%20Luck.md) <small>(Level 5)</small>
Keywords - *[Mundane](Mundane.md)*, *[Supernatural](Supernatural.md)*, *[Empower](Empower.md)*, *[Economy](Economy.md)*
The Drifter gains a pool of Luck points equal to their [Tenacity](Tenacity.md), [Willpower](Willpower.md), or [Resilience](Resilience.md). These Luck points refresh whenever the Drifter completes any rest. These points can be spent in a number of ways. They can be used to supplement any other resource pool, this includes continental resources, class resources (such as Adrenaline), Mana Points, and can be used instead of Action Points.
### [Traveler's Trick](Traveler's%20Trick.md) <small>(Level 7)</small>
Keywords - *[Mundane](Mundane.md)*, *[Dash](Dash.md)*, *[Imbue](Imbue.md)*
The Drifter gains the class feature [Wanderlust](Wanderlust.md) if they do not have it. If they do have it, instead when it triggers, the imbuements they incur has a Tier equal to their [Tenacity](Tenacity.md), [Willpower](Willpower.md), or [Resilience](Resilience.md) instead.
### [Pillar of Community](Pillar%20of%20Community.md) <small>(Level 8)</small>
Keywords - *[Mundane](Mundane.md)*, *[Social](Social.md)*, *[Political](Political.md)*
The Drifter has roamed around many cities and villages and either knows someone useful to current situation or can use their Luck to meet them. When this ability is utilized, the Drifter spends an amount of time, Luck and/or money decided by the GM to acquire such a contact.
### [Better Lucky Than Good](Better%20Lucky%20Than%20Good.md) <small>(Level 10)</small>
Keywords - *[Mundane](Mundane.md)*, *[Tactics](Tactics.md)*, *[Empower](Empower.md)*
Whenever the Drifter would use a defensive reaction, they may also spend an Action Point to [Move](Move.md). If they move in this way, they may select an [imbuement](Imbuement.md) they have after this effect resolves. They increase the Tier of that [imbuement](Imbuement.md) by I.