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Rising Legends: Coach Abilities
Coach Abilities
The Coach values teamwork and is able to direct others with a symphony of synergy. Leading through example and discipline, others often look to them in times of uncertainty for guidance.
Leader Mind Order
Aspect
Grant an additional +1 + TT/2 with Teach.
Boost: Reduce the time it takes to Teach by 1 + TT minutes.
Curative Guardian Umbral Potion
Spell - Infusion
TT Energy: Target subject in Reach heals 1 + TT Energy and can stand up.
Boost: Reduce the face value needed on the healing roll by TT/2.
Leader Mind Order
Aspect
Gain +1 + TT on Abilities Knowledge rolls.
Boost: Gain +1 on defense against abilities you have succeeded knowledge on.
Marksman Order Space Potion
Spell - Illusion
Target subject in 3 + TT range gains +2 + TT x 2 range on ranged attack.
Duration 6 + TT x 2 minutes
Boost: They gain Accurate on ranged attack rolls.
Hope Leader Mind
Aspect
Reduce the DL to Aid you by 1 + TT.
Boost: Lock 1 + TT Skills. You can Aid with the Locked Skills even if they are Tier 1.
Guardian Mobile Potion
Spell - Mutation
Target creature in 3 + TT range reduces penalties from Encumbered by 1 + TT.
Duration 6 + TT x 2 rounds
Boost: They deal full damage with Bashing and Chopping weapons while submerged.
Advanced Abilities
Those that practice and excel in the Coach style gain access to these more unique abilities.
Hope Leader Radiant Potion
Spell - Illusion
Requirements: 11 Combined Tiers of Athletics and Poise
Another target creature in 3 + TT range heals 1 Resolve at the end of each of their turns.
Duration 3 + TT rounds   Defense Observe
Boost: After paying Resolve for an action, they gain +1d12 on any roll for the use and effect of that action.
Mobile Tactician Time Potion
Spell - Infusion
Requirements: 7 Combined Tiers of Athletics and Poise
Target subject in 3 + TT range gains +1 + TT Movement Pool.
Duration 3 + TT rounds
Boost: Target gains 1 Minor Action Pool.
Hope Spiritual Umbral
Aspect
Requirements: 9 Combined Tiers of Athletics and Poise
You can Aid Luck rolls in 3 + TT range as a reaction.
Boost: Gain +TT/2 d12 on Luck rolls.
Body Curative Naturalist Potion
Spell - Infusion
Requirements: 7 Combined Tiers of Athletics and Poise
Target creature in Reach reduces the face value needed for healing Grit by 1 + TT.
Duration 12 hours
Boost: Reduce their DL to reduce Wounded by 1 + TT.
Curative Naturalist Radiant
Trick - Infusion
Requirements: 9 Combined Tiers of Athletics and Poise
Heal target creature in 3 + TT range 2 + TT Grit. They cannot be affected by this ability again today.
Defense Nature
Boost: Remove 1 + TT Tiers of Ailments of your choice from the creature.
Curative Naturalist Water Potion
Spell - Infusion
Requirements: 7 Combined Tiers of Athletics and Poise
Remove each Ailment of the highest Tier from target subject in 3 + TT range.
Defense Nature
Boost: Use Treat Exhaustion on them with +1 + TT and without needing Gear.



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