^
Rising Legends: Zealot Abilities
Zealot Abilities
Few will ever know the true inner fire that burns in the souls of the Fated. Unwavering faith and purpose drives them forward in their quest with undeniable intensity and absolute belief in their own righteousness.
Body Despair Hero Animal
Trick
Gain +1 + TT/3 d12 on physical attack rolls against creatures you are Focal Locked on and suffer -1d12 on defenses against physical attacks. You cannot be in any Stance, change your Focus, or use Cease.
Duration 3 + TT rounds
Boost: When you deal Ailment damage to a creature you are Focal Locked on, increase the damage by 1 + TT/3. When you suffer an Ailment, increase the Tier by 1.
Gravity Hope Marksman
Response
As you use a physical attack, it gains physical damage equal to any Collision damage you would take if you Collided now.
Boost: For 1 round, gain +2 + TT x 4 on Soften Collision.
Body Hero Hope
Aspect
Gain 1 + TT Ferocity Pool. As you suffer Grit Injury, you can pay 1 Ferocity to reduce the Injury by 1 + TT/3. While Focal Locked on an Enemy, you can pay 1 Resolve as a Trick to heal 1 + TT/2 Ferocity.
Boost: As you deal physical damage, you can pay 1 Ferocity to increase the damage by 1.
Despair Marksman
Talent
For each 12 in your damage roll, reduce Reduction the subject has against the damage by 1.
Duration 6 + TT x 2 rounds
Boost: After all dice in your damage roll cause Injury, deal 2 + TT Trauma damage to the subject.
Arcanist Curative Necrotic
Trick - Transference
1 Resolve: Your next physical attack this round gains +1 + TT/3 damage.
Boost: 1 Energy: If the attack causes Injury, heal 1 + TT/2 Grit.
Fire Tactician
Stance
After Injuring a creature with a Chopping weapon, you can use the same weapon to make a melee attack against a creature that is within 1 range of the creature you Injured.
Boost: Repeat this effect 1 + TT times except you cannot target a single creature more than once.
Advanced Abilities
Those that practice and excel in the Zealot style gain access to these more unique abilities.
Hero Hope Umbral
Trick - Infusion
Requirements: 7 Combined Tiers of Endure and Zeal
Choose a Skill not affected by this ability: Heal 1 + TT/3 Energy. Have -1d12 on rolls with chosen Skills for 24 hours.
Boost: For 1 round, reduce your total Energy cost for Augmented actions by 1.
Body Despair Hero
Aspect
Requirements: 7 Combined Tiers of Endure and Zeal
While Focal Locked on a creature, treat each Tier of Wounded afflicting you as 1 + TT/2 Tiers lower to determine penalties.
Boost: After suffering a Serious Injury from a creature you are Focal Locked on, heal 1 Resolve.
Body Hero Hope Animal
Aspect
Requirements: 9 Combined Tiers of Endure and Zeal
At the beginning of your turn, if you are Conscious and your Grit Pool is empty, heal 1 + TT/2 Grit.
Boost: While your Grit Pool is empty, gain +1 + TT on rolls to reduce Trauma afflicting you.
Fire Hero
Trick
Requirements: 9 Combined Tiers of Endure and Zeal
Choose another Trick you used this turn. You may use it again this turn with without any action cost.
Boost: Roll 1d12 to be able to use this Trick again this turn, DL 12 - TT.
Arcanist Decay Umbral
Response - Suppression
Requirements: 7 Combined Tiers of Endure and Zeal
After causing Injury with a Bashing weapon, attack with Injury d12 to Dispel target Spell on the Injured subject.
Defense Dispel Defense
Boost: Gain +1 + TT/2 on the attack roll to Dispel.
Fire Hero Order
Response
Requirements: 11 Combined Tiers of Endure and Zeal
After a creature causes Grit Injury to you, make a physical attack against them.
Boost: Gain +1 + TT/3 on your attack roll. Increase the damage you deal by half the amount you exceed their defense.



© 2026 - Grinning Demon Games. All rights reserved.