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Rising Legends: Opportunist Abilities
Opportunist Abilities
As with all conflict, many find success in their survival and fewer find success in victory, but those alone who desire to win at any cost call themselves Opportunists. The Opportunist measures their achievements not with honor but with their results.
Fire Hero Hope
Aspect
After you Triumph to use an attack that deals damage, the attack gains +1 + TT/3 damage.
Boost: Gain 1 + TT/2 on defense against effects that modify your Focus.
Despair Gravity Tactician
Response
After you declare an attack while your attacking limb is at a higher elevation than the highest elevation of your target, gain +1 + TT/2 damage.
Boost: On success, attack Endure with Injury d12 to deal 2 Dazzled damage.
Despair Earth Tactician
Trick
Attack with Martial to deal 1 + TT/3 Bashing damage to Grit to target Prone creature in Reach.
Defense Elude
Boost: For 1 round, increase the cost to rise from Prone by 1 Minor Action.
Athlete Fire Shadow
Stance
After you cause Grit Injury, heal 1 + TT/2 Minor Actions.
Boost: Then attack Zeal with Injury d12 to deal 1 Minor Action damage.
Body Decay Marksman Animal
Response
After succeeding a physical attack, gain +1 damage for each time you have Injured the target since the end of your last turn.
Boost: Then attack Endure with Injury d12 to deal 1 + TT/2 Trauma damage.
Chaos Naturalist Fire
Spell - Elemental
The Soulweaver rolls now to spread fire in a Burst 3 + TT x 3 1 + TT times.
Boost: Each space of fire creates Tier 1 + TT/2 smoke in a Burst 1.
Advanced Abilities
Those that practice and excel in the Opportunist style gain access to these more unique abilities.
Athlete Mobile Animal
Response
Requirements: 7 Combined Tiers of Martial and Guile
After you are Tripped by target creature in Reach, use Trip against them.
Boost: If they fall, increase the collision damage by 1 + TT/2.
Air Despair Shadow
Aspect
Requirements: 11 Combined Tiers of Martial and Guile
After a creature ends their turn, if they did not move during their turn, you may make a melee attack against them.
Boost: Reactions used against your attacks suffer a 1 + TT/2 penalty on rolls for use and determining if their effects succeed.
Arcanist Decay Umbral
Response - Suppression
Requirements: 7 Combined Tiers of Martial and Guile
As you trigger Devastating, gain +1 + TT/3 damage.
Boost: If the attack causes Injury, attack Dispel Defense with Injury d12 to Dispel target Spell on the subject.
Order Tactician Time
Talent
Requirements: 7 Combined Tiers of Martial and Guile
Gain 3 + TT/2 Minor Action Pool.
Duration 1 round
Boost: 1 + TT/3 times during this effect, you can use any Minor Action as a reaction to any action.
Arcanist Chaos Umbral
Response - Transference
Requirements: 9 Combined Tiers of Martial and Guile
After causing Injury with a weapon, release a Ready Spell that has a single target against the Injured target ignoring the Spells range.
Boost: Attack Magic with 1 + TT/3 d12 to cause a penalty on defense against the Spell equal to Injury.
Chaos Despair Marksman
Response
Requirements: 9 Combined Tiers of Martial and Guile
After you succeed a melee attack against a creature, roll for a part a number of times equal to half the damage you would deal. Instead of dealing damage, cause Tier 1 + TT/2 Wounded to a rolled part of your choice.
Boost: 1 Resolve: Then deal 1 + TT Stiff damage.



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