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Empath Abilities
Empaths read emotions with ease the likes of academics to books. Able to strike through individual's facades and influence emotions in ways where they find no rival. Be wary of the ones who know what you want before you've even spoken a word.
Spell - Infusion
Target other creature with up to 12 + TT x 6 AP in Reach Bonds to you or another target creature in Reach. If the creature to be Bonded defends against this, this fails.
Boost: While Bonded, the creature's AP becomes the maximum you could Bond and they cannot gain AP normally. Each time the creature acts, you must pay 1 Energy.
Spell - Infusion
Choose a subject. Increase or decrease the Social Opinion target creature in 6 + TT x 2 range has of the subject by 1 + TT/2 Tiers.
Boost: Their Social Opinion of you cannot be moved the other direction.
Aspect
After you roll a 12 in a healing roll, Soothe the creature healed with +1 + TT.
Boost: If you Triumph the roll to use an ability that heals, gain +1 healing.
Spell - Illusion
Choose target subject in 12 + TT range. Dominate each creature in a Burst 3 + TT. As a creature begins their turn, they attempt to move 3 + TT spaces closer to the chosen subject. If they reach a space within 1 range of the subject, this effect ends on them.
Boost: Creatures Dash or Run if they cannot move far enough.
Spell - Suppression
Reduce 1 Emotional or Sickened on target creature in 3 + TT range 1 + TT/2 Tiers.
Boost: Affect each possible affliction.
Aspect
Gain +1 + TT/2 on Guile Knowledge rolls.
Boost: Gain +1 damage with Influence using Guile.
Advanced Abilities
Those that practice and excel in the Empath style gain access to these more unique abilities.
Spell - Illusion
Requirements: 11 Combined Tiers of Elude and Guile
Creatures in a Burst 3 + TT share an emotional connection that often encourages caring for each other and acting to protect each other and assists in understanding communication.
Boost: Creatures in Reach of another affected creature that would pay a Resolve cost can pay 1 of the cost as a reaction.
Spell - Suppression
Requirements: 9 Combined Tiers of Elude and Guile
Target creature in 6 + TT x 2 range attacks the nearest creature with their highest damage effect if possible. They cannot reduce their damage with the attack. If more than one creature or attack could be chosen, they make any choices. This counts as a Domination effect.
Boost: If there is no creature for them to attack, they move 1 + TT/2 spaces towards the nearest creature first.
Trick
Requirements: 7 Combined Tiers of Elude and Guile
Gain +1 on defenses against creatures that you have succeeded an attack against in the last 1 + TT rounds.
Boost: Reduce thier Concealments against you by 1 + TT/2 Tiers.
Aspect
Requirements: 7 Combined Tiers of Elude and Guile
Gain +1 + TT/2 on defense against Deceive.
Boost: Gain +1 + TT on defense against Diversion.
Spell - Mutation
Requirements: 9 Combined Tiers of Elude and Guile
Remove half the Tiers of Ailments and restore half of all missing Grit and Resolve from target creature in Reach. You suffer everything removed.
Boost: Gain +1 + TT/2 on defenses against Ailments for 1 minute.
Spell - Mutation
Requirements: 7 Combined Tiers of Elude and Guile
Remove 1 + TT/2 Tiers of an Ailment from yourself and cause them to target creature in 1 + TT range.
Boost: Instead, restore Grit to yourself and use Grit from the target.
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