^
Rising Legends: Saboteur Abilities
Saboteur Abilities
Exploiting holes in defenses and wearing down attacks to little more than annoyances, the Saboteur will seldom lose in contests of attrition.
Decay Earth Tinker Potion
Spell - Elemental
Gain +2 + TT on Break rolls if the target is not Immune to Earth.
Duration 6 + TT x 2 minutes
Boost: Your physical attacks deal 1 + TT/3 Flowing Earth damage in addition to their normal effects.
Chaos Despair Trickster
Aspect
When you Aid, you can instead cause a penalty on the roll equal to the bonus they would have gained.
Boost: After you Aid, increase the DL for others to Aid by 1 + TT/2.
Chaos Mind Trickster
Spell - Illusion
Place a Projection on target surface or document in 3 + TT range so that creatures that read the contents do not obtain any intended information from it.
Duration 3 + TT x 3 days
Boost: Reduce the Social Opinion the reader has of the writer by 1.
Decay Earth Tinker
Spell - Suppression
Target weapon in 3 + TT range has -1 on attack rolls.
Duration 6 + TT x 2 rounds   Defense Nature
Boost: The weapon suffers a 1 + TT/2 penalty on damage.
Decay Time Tinker
Trick - Elemental
Deal 2 + TT Bashing Air damage to Grit target object in 3 + TT range.
Defense Endure
Boost: Use Reposition against it.
Marksman
Response
As you use a physical attack against an object, the attack gains +2 + TT damage.
Boost: Also reduce the face value you need to roll for damage with the attack by TT/2.
Advanced Abilities
Those that practice and excel in the Saboteur style gain access to these more unique abilities.
Chaos Trickster Umbral
Talent
Requirements: 9 Combined Tiers of Elude and Poise
Cause target creature in Reach to reroll each Skill roll they succeed unless it has already been rerolled.
Duration 1 + TT rounds   Defense Zeal
Boost: Cause a 1d12 penalty on Skill rolls.
Decay Earth Tinker
Spell - Suppression
Requirements: 7 Combined Tiers of Elude and Poise
Target armor in 6 + Tt x 2 range grants 1 + TT/2 less Physical Reduction.
Duration 6 + TT x 2 rounds   Defense Nature
Boost: Determine penalties from the armor as if it is 1 + TT/2 Tiers higher.
Chaos Shadow
Aspect
Requirements: 11 Combined Tiers of Elude and Poise
Increase the DL of actions Enemies in Reach use by 1 + TT/2.
Boost: Increase the DL for Knowledge about abilities you use by 2 + TT.
Arcanist Decay Umbral
Trick - Suppression
Requirements: 9 Combined Tiers of Elude and Poise
Reduce duration of Spells in a Burst 1 + TT/2 by 1 + TT/3.
Boost: Deal Mystical Umbral damage to Grit of each creature equal to the number of Spells affected on them.
Despair Hope Umbral Potion
Spell - Transference
Requirements: 7 Combined Tiers of Elude and Poise
Cause a 1 + TT/3 d12 penalty on Luck rolls to target create in 3 + TT range.
Duration 1 + TT hours   Defense Zeal
Boost: Gain a bonus on Luck rolls equal to the penalty caused.
Arcanist Decay Umbral
Talent
Requirements: 7 Combined Tiers of Elude and Poise
Dispel target Gripped magical object. It remains inert for an additional 1 + TT minutes.
Defense Dispel Defense
Boost: You can target Spells on Held creatures.



© 2026 - Grinning Demon Games. All rights reserved.