Enhanced Abilities
Through meditation and practice, inner focus and drive, the Enhanced seeks to elevate what the body is capable of. They excel at pushing their own boundaries and finding new breakthroughs in training when others become stagnant.
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Aspect
Gain +1 + TT on Athletics Knowledge rolls.
Boost: Gain +1 on defense against Overpower.
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Spell - Illusion
Know if there is a Talent that you did not Manifest ongoing or being Manifested in an Aura 6 + TT x 2.
![]() Boost: 2 Energy: See a dim grey glow in spaces that contain these effects allowing you to attempt to identify them.
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Stance
After you Triumph a roll to use an action targeting yourself, gain +1 + TT/3 on Skill rolls for 1 round.
Boost: Count as 1 + TT/2 spaces closer to Allies for them to target you.
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Aspect
Gain 1 + TT Ki Pool. You can use Ki to pay Energy and Resolve costs of Talents. You can replace the benefit of a Recovery with restore 2 Ki.
Boost: When you pay Ki, reduce your DL to Manifest the ability by 1. You can pay 3 Ki as a Major action to gain Recovery.
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Response - Infusion
After you Triumph an attack roll, for each 12 in your damage roll, gain +1 + TT/6 damage.
Boost: Attack with a number of d12 equal to the number of 12s rolled in the damage to deal Injury Deaf damage, DL 12 - TT.
Advanced Abilities
Those that practice and excel in the Enhanced style gain access to these more unique abilities.
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Spell - Mutation
Requirements: 9 Combined Tiers of Athletics and Zeal
Choose up to 1 + TT limbs. Gain the chosen limbs.
![]() Boost: Gain a distal on 1 + TT limbs.
Talent
Requirements: 11 Combined Tiers of Athletics and Zeal
Gain 1 + TT/2 Reduction against everything. Grit Injury you suffer consumes Resolve instead.
![]() Boost: For each Tier of Ailment you would gain, instead consume 1 Resolve.
Aspect
Requirements: 7 Combined Tiers of Athletics and Zeal
Reduce the time you need to be trained by someone to be able to learn an ability they know by 1 + TT hours.
Boost: Gain 1 + TT/2 Training Limit.
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Trick - Infusion
Requirements: 7 Combined Tiers of Athletics and Zeal
1 Resolve: Succeed all Overexertion rolls.
![]() Boost: Increase benefits from Exert by 1.
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Aspect
Requirements: 7 Combined Tiers of Athletics and Zeal
Your body gains 1 + TT Inlay Limit. Reduce your Energy Pool by the total Tier of Inlays you Meld with this effect.
Boost: Reduce the time it takes to Meld or remove an Inlay from your body by 1 + TT minutes.
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Spell - Mutation
Requirements: 9 Combined Tiers of Athletics and Zeal
At the start of their turn, creatures in a Burst 3 + TT roll to reduce Ailments like at the end of turn.
![]() ![]() Boost: 2 Energy: Creatures can use a Major Action to roll to reduce Ailments like at the end of turn.
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