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Rising Legends: Vigilante Abilities
Vigilante Abilities
Mobile Space Trickster
Response
As you are moved by an effect, change the direction of the effect 1 space left or right.
Boost: Roll 1d12 to heal 1 Minor Action, DL 9 - TT. Reduce the DL of the heal by 1 for each 3 you exceed the DL.
Athlete Body Chaos Animal
Response
1 Energy: After succeeding Reposition, deal 2 + TT/2 Bashing Body damage to their Grit.
Boost: Then cause Balance, DL increase by double the Injury caused.
Chaos Gravity Trickster
Spell - Elemental
Use Reposition against a target in 6 + TT x 2 range.
Boost: Increase the spaces they are moved by 1 + TT/3.
Air Despair Naturalist
Spell - Suppression
Deal 4 + TT Dazzled damage to target creature in 1 + TT range.
Defense Endure
Boost: Deal 2 + TT/2 Flowing Lightning damage to Grit in a Burst 0 + TT/3 from the target.
Arcanist Chaos Gravity
Spell - Elemental
Move another target size 1 + TT/2 or smaller creature or object in 3 + Tt range up to 3 + TT spaces.
Defense Athleitcs
Boost: When determining if there is Collison by the target moving, attack with this instead of Attacking Blind.
Athlete Chaos Mind Animal
Stance
Gain +2 + TT x 2 Fury Pool. As you would deal damage, you can expend up to 1 + TT/2 Fury to increase the damage by that amount. After suffering Injury, heal 1 Fury.
Boost: After adding damage, gain Devastating on all attacks until the end of your next turn.
Advanced Abilities
Those that practice and excel in the Vigilante style gain access to these more unique abilities.
Athlete Hope Umbral
Response
Requirements: 7 Combined Tiers of Elude and Zeal
After suffering Injury, roll 1d12 to prevent the next 1 Energy you would consume before the end of your next turn, DL 9 - TT.
Boost: On success, reduce your DL to Manifest by 1 + TT/2 for 1 round.
Curative Necrotic
Response - Infusion
Requirements: 9 Combined Tiers of Elude and Zeal
After an attack that you make or are targeted by causes more than 1 - TT/2 + prior successes Grit Injury, heal 1 Energy.
Boost: Heal 1 + TT/2 Grit.
Gravity Environmental Tactician
Spell - Elemental
Requirements: 9 Combined Tiers of Elude and Zeal
Creatures in a Cone 3 + TT Drop everything Gripped.
Defense Athletics
Boost: Dropped gear cannot be Gripped for 1 + TT/2 rounds.
Despair Mind Animal
Response
Requirements: 7 Combined Tiers of Elude and Zeal
After knocking a creature Prone, use Demoralize against them.
Boost: Increase the damage it deals by 1 + TT/2.
Gravity Mobile Shadow
Spell - Transference
Requirements: 7 Combined Tiers of Elude and Zeal
You are moved 4 + TT spaces closer to a target in 6 + TT x 2 range. Triple your Bulk Limit during this movement.
Boost: 1 Resolve: If the target becomes in Reach, make a melee attack against it.
Mobile Space Trickster
Response - Infusion
Requirements: 11 Combined Tiers of Elude and Zeal
After succeeding a physical ranged attack, Warp to the space the thrown weapon or ammunition is in.
Boost: Then deal 1 + TT/2 Sickened damage in a Burst 1 + TT/3.



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