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Rising Legends: Precisionist Abilities
Precisionist Abilities
Despair Marksman Shadow Animal
Response
After triggering Devastating, attack with Injury d12 to deal 2 + TT Blind damage.
Defense Endure
Boost: If Injury is 0, attack with 1 + TT/3 d12.
Gravity Marksman Animal
Response
After triggering Devastating, use Disarm against the creature with Injury d12 as the attack roll.
Defense Endure
Boost: Move the Disarmed object up to 1 + TT spaces in any direction.
Arcanist Imagination Potion
Spell - Elemental
Lock 1 + TT Substantive Elements. Choose a Locked Element. You can use a Manipulation Limb to attack with the Element as a Tier 1 ranged weapon with 3 + TT range that deals 4 + TT/2 Bashing damage and has Lightweight and the Locked Element.
Duration 6 + TT x 2 rounds
Boost: Lock 1 + TT Ailments. The weapon gains 1 Locked Ailment.
Arcanist Imagination
Spell - Elemental
Lock 1 + TT Elements. Choose Bashing, Chopping, or Stabbing and a Locked Element. Create a Tier 1 melee weapon in target Manipulation Limb in 1 + TT range sized to fit it. It deals 4 + TT/2 damage and has 3 range, the chosen Strike Type, and the chosen Element. If thrown, the weapon reappears in the thrower's hand after the attack.
Duration 6 + TT x 2 rounds
Boost: The weapon gains Two-Handed and +2 damage or Lightweight.
Gravity Marksman
Talent
Gain +1 damage and +1 + TT range with thrown weapon attacks.
Duration 6 + TT x 2 rounds
Boost: After succeeding a thrown weapon attack, the weapon moves to your space.
Marksman Water Animal
Stance
After attacking, for each face value 12 in your attack roll, reduce the face value you need to roll for damage with that attack by 1.
Boost: After you trigger Devastating, gain +1 + TT/2 damage on the attack.
Advanced Abilities
Those that practice and excel in the Precisionist style gain access to these more unique abilities.
Despair Marksman Space
Trick
Requirements: 7 Combined Tiers of Nimble and Zeal
1 Resolve: Reduce the amount you need to exceed defense with Called Shot by +1 + TT/3.
Duration 1 round
Boost: Gain +1 + TT/2 damage when making a Called Shot.
Despair Marksman
Response
Requirements: 7 Combined Tiers of Nimble and Zeal
After triggering Devastating with a melee weapon, lodge the weapon in the subject. While lodged, the weapon deals 1 + TT/2 Continuing Body Damage to Grit of the target.
Boost: Deal 2 Trauma damage.
Body Despair Marksman Animal
Response
Requirements: 9 Combined Tiers of Nimble and Zeal
After triggering Devastating, attack with Injury d12 to deal 2 + TT/2 Sickened damage.
Defense Endure
Boost: On success, deal 1 + TT/2 Weak damage.
Marksman Order Space
Aspect
Requirements: 9 Combined Tiers of Nimble and Zeal
For each 3 your attack roll exceeds your target's defense, gain +1 + TT/3 on any Ailment damage with effects triggered by the attack.
Boost: After you exceed your target's defense by 3 or more, deal 1 + TT/2 Stiff damage, then cause Balance.
Marksman Senses Space
Trick
Requirements: 11 Combined Tiers of Nimble and Zeal
1 Resolve: Physical attacks you make count as Devastating and trigger effects as if they caused 1 + TT/2 Injury even if they caused less. For each instance of Devastating your weapon has beyond the first, increase your range of face values that trigger Devastating by 1.
Duration 1 + TT/2 rounds
Boost: For each 3 your attack roll exceeds your target's defense, heal 1 Minor Action.
Air Marksman Order Animal
Trick
Requirements: 7 Combined Tiers of Nimble and Zeal
Increase the range of face values that trigger Devastating by 1 + TT/6.
Duration 1 + TT/3 rounds
Boost: Gain +1d12 on physical attack rolls.



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