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Rising Legends: Mechanic Abilities
Mechanic Abilities
Earth Tinker
Aspect
Reduce the time you need to Repair by 1 + TT minutes.
Boost: Do not lose provided material when you fail to Repair.
Chaos Hero Hope
Stance
When you use a shield for Guard, it instead grants Physical Reduction equal to its Guard value + 1 + TT/3 as if it is Torso armor.
Boost: Always count as having the right tool for the job other than Crafting. The tool counts as advanced TT/2 times.
Curative Earth Tinker
Spell - Infusion
Remove 1 Broken Tier from target non-magical object in 1 + TT range if your Manifest roll equals or exceeds it's Durability + Physical Reduction + Craft Modifier - TT.
Boost: Double the objects' Physical Reduction for 1 minute.
Earth Marksman Animal
Aspect
Reduce the face value you need to benefit from Bashing by 1 + TT.
Boost: Count as 1 + TT/2 sizes larger to determine the effect of Bashing.
Construction Earth Tinker
Aspect
You can Craft vehicles, structures, mechanical gear, and secret doors up to Craft Tier 1 + TT with any material.
Boost: You can also Craft mechanical parts and workers.
Decay Earth Tinker
Talent
Gain +1 + TT damage against objects.
Duration 6 + TT x 2 rounds
Boost: Treat Durability of objects as 1 lower when damaging them.
Advanced Abilities
Those that practice and excel in the Mechanic style gain access to these more unique abilities.
Imagination Space Tinker
Spell - Infusion
Requirements: 7 Combined Tiers of Athletics and Tools
Target unattended object up to 1 + TT squared Bulk in 3 + TT range moves as if operated by an appropriate creature with Tier 1 + TT/2 in each skill and follows your Magical Commands until you Manifest this again.
Duration 6 + TT x 2 rounds
Boost: This does not end your previous 1 + TT/3 castings of this.
Body Imagination Tinker
Talent
Requirements: 9 Combined Tiers of Athletics and Tools
Roll Abilities Knowledge to recall an Aspect. If you exceed the DL by 3, you gain that Aspect as if you know it until you Manifest this again.
Duration 1 + TT hours
Boost: The Aspect has 1 + TT/2 Trained Tier.
Construction Earth Guardian
Talent
Requirements: 9 Combined Tiers of Athletics and Tools
Target body part on Reach does not cause any penalty from Wounded.
Duration 1 + TT hours
Boost: The creature gains +1 + TT on rolls to reduce the Wound.
Construction Earth Tinker
Spell - Transference
Requirements: 7 Combined Tiers of Athletics and Tools
Create a non-consumable, non-magical object up to 2 + TT Bulk made of its normal material in your space. It dissipates when this ends.
Duration 6 + TT x 2 minutes
Boost: Choose a material. Infuse 1/10 of the cost per Bulk of the material for each Bulk of the created object. The object is made of the chosen material.
Construction Tinker
Aspect
Requirements: 7 Combined Tiers of Athletics and Tools
Mechanical workers you Craft gain +1 + TT points.
Boost: Increase the number of points that can be assigned to a function before the cost increases by 1 + TT.
Order Tactician Umbral
Spell - Transference
Requirements: 11 Combined Tiers of Athletics and Tools
Teleport a size 0 + TT/2 object and objects contained in it you own into your space.
Boost: Instead, all objects you teleported with a single use of this teleport back to where they came from.



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