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Rising Legends: Impeder Abilities
Impeder Abilities
Body Tactician Time Potion
Spell - Suppression
Deal 2 + TT Sickened damage to target creature in 3 + TT range.
Defense Zeal
Boost: Deal 2 + TT Slow damage.
Senses Tactician
Response
After you cause Blind Injury, attack with Injury d12 to cause the target to Cease Focus and they can't use Focus.
Duration 1 + TT rounds   Defense Nimble
Boost: On success, they cannot use Aid.
Body Tactician
Aspect
Lock 1 + TT/2 of Sickened, Trauma, Unaware, or Weak. When you Impede, you may instead deal 3 damage of a Locked Ailment.
Boost: When you Impede, you may instead reduce Reach by 1 for 1 + TT rounds.
Guardian Tactician
Stance
Gain 1 + TT/2 on attack rolls against weapons and to Disarm.
Boost: When you Disarm a creature, they Drop 1 object from each of their limbs.
Athlete Body Animal
Talent
Reduce Bulk Limit if target creature in Reach by 4 + TT x 4.
Duration 1 + TT hours   Defense Endure
Boost: Increase Movement costs other than for moving by 1.
Body Tactician
Talent
Use Impede. It gains +1 + TT damage.
Boost: The Ailment cannot be affected by Soothe for 1 + TT/2 rounds.
Advanced Abilities
Those that practice and excel in the Impeder style gain access to these more unique abilities.
Body Tactician
Trick
Requirements: 7 Combined Tiers of Athletics and Guile
After causing Grit Injury with Called Shot, attack with Injury d12 to prevent the part from be used for 1 + TT rounds.
Duration 1 round   Defense Endure
Boost: Called Shots against the part gain +1 + TT/2 damage.
Environmental Tactician Water
Spell - Elemental
Requirements: 7 Combined Tiers of Athletics and Guile
Target space and up to 1 + TT contiguous spaces in 3 + TT range fill with Tier 0 + TT current water that dos not fall. You choose the direction it flows.
Duration 3 + TT rounds
Boost: The effect becomes a flood.
Body Tactician Animal
Trick
Requirements: 9 Combined Tiers of Athletics and Guile
Use Impede.
Boost: On success, use Impede for the same effect against up to 1 + TT other targets.
Body Tactician
Response
Requirements: 7 Combined Tiers of Athletics and Guile
After causing Muted, attack with Injury d12 to cause Tier 1 + TT/2 Strangled. Any time they reduce a Muted Tier, also reduce this Strangled Tier an equal amount. If Muted is removed, this Strangled is removed.
Defense Nature
Boost: On success, for 1 round, they cannot Drink.
Decay Naturalist Water Potion
Spell - Elemental
Requirements: 9 Combined Tiers of Athletics and Guile
Cause a 1 + TT/2 penalty on Severe Threshold to target creature in 3 + TT range.
Duration 3 + TT minutes   Defense Nature
Boost: On success, cause Tier 1 + TT Slick.
Arcanist Despair Umbral
Spell - Suppression
Requirements: 11 Combined Tiers of Athletics and Guile
As a creature in an Aura 3 + TT would make a skill or damage roll, they choose to pay 1 Energy or lose 1d12 on the roll.
Duration 3 + TT rounds
Boost: After a creature pays Energy to this effect, heal 1 Energy.



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