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Rising Legends: Fated Abilities
Fated Abilities
Fated individuals naturally, if not thoughtfully, follow the weft of the world with grace, picking their moments to defy it deliberately. Young Fated have a knack for knowing when to strike, dodge, trip, or otherwise engage an opponent. Older Fated who have learned to understand and not just listen have autonomy enough to know when and where they may enhance fate's effects or deny it entirely. While a comfort to some to know the world has a will and way, even among the Fated others feels its chains constricting ever tighter.
Hero Spiritual Umbral
Response - Infusion
After rolling doubles in your defense against an effect that targets only you, gain 1 + TT/2 Reduction against the attack.
Boost: Reduce the duration of the effect by 1.
Hero Spiritual Umbral
Response - Infusion
After a damage roll, remove up to 1 + TT dice from the roll. For each dice removed, increase the face value of another dice by 1.
Boost: Increase the Injury caused by each face value 12 in your damage roll by 1.
Order Spiritual Umbral
Trick - Infusion
Roll 1 + TT/2 d12. When you would roll a Skill, you can use this result instead and end this effect. You cannot use this ability again for a number of rounds equal to the highest face value.
Duration 1 round
Boost: You can use this effect to replace your roll after rolling.
Spiritual Umbral
Response - Infusion
After rolling doubles in your successful attack roll against a single creature, use Disarm against them with 1 + TT/2 d12 as the attack roll.
Boost: For 1 round, they cannot sense the Dropped objects.
Spiritual Umbral
Response - Infusion
After rolling doubles in your successful attack roll against a single creature, use Trip against them with 1 + TT/2 d12 as the attack roll.
Boost: For 1 round, they must Balance after standing.
Spiritual Tactician Umbral
Response - Infusion
After rolling doubles in your successful attack roll against a single creature, use Reposition against them with 1 + TT/2 d12 as the attack roll.
Boost: The next time the creature would advance within 1 round, you choose what direction they move.
Advanced Abilities
Those that practice and excel in the Fated style gain access to these more unique abilities.
Spiritual Umbral
Aspect
Requirements: 11 Combined Tiers of Guile and Zeal
For each set of doubles in your Skill roll, gain +1.
Boost: You can reduce the face value of up to 1 + TT/2 d12 in your Skill roll by 1 or 2.
Despair Spiritual Umbral
Response - Infusion
Requirements: 7 Combined Tiers of Guile and Zeal
After rolling doubles in your successful attack roll, also deal 2 + TT damage of an Ailment.
Boost: For each additional set of doubles in your attack rolls, deal damage of another Ailment.
Spiritual Umbral
Response - Infusion
Requirements: 7 Combined Tiers of Guile and Zeal
After a Skill roll, if 3 or more dice have sequential face values, gain a bonus equal to the number of sequential dice. You can Manifest this ability 1 + TT times per day.
Boost: You can use this after rolling only 2 sequential face values.
Hope Spiritual Umbral
Response - Infusion
Requirements: 7 Combined Tiers of Guile and Zeal
After a Skill roll, roll 1d12 to reroll with -1d12, DL 3 + prior successes - TT/2.
Boost: If the reroll is a Fumble, reroll.
Hero Spiritual Umbral
Response - Infusion
Requirements: 9 Combined Tiers of Guile and Zeal
After a damage roll, reroll all dice that are face value 9 - TT/2 or lower.
Boost: If you cause a Serious Injury, increase the Wounded Tier caused by it by 1 + TT/3.
Order Spiritual Umbral
Response - Infusion
Requirements: 9 Combined Tiers of Guile and Zeal
After Fumbling a roll, remove all face value 1 from your roll. You can Manifest this ability 1 + TT times each day.
Boost: You may use this on rolls of creatures in Reach.



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