Affinity Abilities
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Trick - Infusion
Requirements: Air Affinity
Gain Immunity to Wind. The Wind Tier in an Aura 3 + TT x 3 is increased or decreased by 1 + TT.
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Tornadoes and a gentle breeze are available to you for entertainment and comfort.
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Response - Suppression
Requirements: Arcanist Affinity
After becoming aware of a magical ability, creatures in an Aura 0 + TT gain +2 on defenses against the ability if you have succeeded knowledge about it.
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An innate understanding of magic allows you to properly deflect it.
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Aspect
Requirements: Athlete Affinity
Suffer penalties from Fatigued as if it is 1 + TT Tiers lower.
Obstacles and adversity are nothing but more chances to hone your body.
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Aspect
Requirements: Body Affinity
Gain 1 + TT Grit Pool.
It takes more to strike you down than foes expect and you always bounce back faster than others, ready for another round.
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Response - Infusion
Requirements: Chaos Affinity
After another target creature in 1 + TT range rolls, attack with 1 + TT d12 to cause them to reroll. They cannot choose not to defend against this.
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Tilting the odds in your favor has never been your bag, too subtle. But forcing your opponents to contend against the odds twice? That's a lot more fun.
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Aspect
Requirements: Construction Affinity
Reduce your DL to Craft by 1 + TT.
Craftsmen simply help materials reveal their desired shape with skill and speed.
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Trick - Infusion
Requirements: Curative Affinity
Reduce the Tier of 1 Ailment afflicting target creature in 1 + TT range by 1.
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It's a good medic that can bring comfort and relief to a patient, it's a great one that can heal the whole body rather than a symptom at a time.
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Trick - Suppression
Requirements: Decay Affinity
Ongoing effects in a Burst 1 + TT lose 1 duration.
Material rot is a reality most attempt to escape. It's with pleasure you remind them that the immaterial is just as susceptible.
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Trick - Suppression
Requirements: Despair Affinity
Creatures in a Burst 1 + TT suffer -1 on Skill rolls.
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Despair hangs about you, a lingering miasma. Enemies shrink away, losing their confidence and forgetting their training.
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Response - Elemental
Requirements: Earth Affinity
After target creature in 6 + TT x 2 range moves on Land, cause Balance, DL increased by 3 + TT.
Be it a low rumble or great shattering, the earth shows its favor for you by forcing the enemy to stumble across its shifting surface.
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Aspect
Requirements: Environmental Affinity
Treat Environmental Factors, Precipitation, and Obscurement as 1 + TT Tiers closer to 0.
Nature walks have always been a pleasant stroll, the complaints of others a source of great amusement.
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Trick - Elemental
Requirements: Fire Affinity
For each Burning Ailment and Fire in up to 2 + TT target spaces in 3 + TT range, increase or decrease it by 1 Tier.
Fire's gifts are treacherous but powerful. At the edges it whispers always for the same thing, burn the world by your direction.
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Trick - Elemental
Requirements: Gravity Affinity
Target creature in 1 + TT range can change what direction counts as down for them as a reaction to moving as long as there is a surface that they could walk on in that direction in 1 + TT/2 range.
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You and gravity have a very sturdy relationship.
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Response
Requirements: Guardian Affinity
Aid the defense roll of another target creature in 1 + TT range. Increase the bonus gained by 1.
There are people others want at their back, but you're someone they need.
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Aspect
Requirements: Hero Affinity
Gain +1 +TT/2 Severe Threshold and reduce Awareness penalty from Unaware by +1 + TT.
You never admit defeat, standing time and again after all others have fallen.
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Response
Requirements: Hope Affinity
After a Skill or effect roll, roll 1 + TT d12 to gain +1, DL 9.
Hope isn't a passive feeling to you, it's an action taken. Hardship, fear, struggle, pain, all of these things can, and will, be overcome.
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Aspect
Requirements: Imagination Affinity
Once each round, you can Aid a creature in 1 + TT range as if you had Tier 1 + TT/2 in the Skill. You can Aid using Tier 1 Skills in this way and this does not use an action.
The friends you bring to reality may not be as 'real' as those of flesh and blood, but that doesn't stop them from being useful.
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Trick
Requirements: Leader Affinity
Up to 1 + TT targets in 12 range reduce all DLs of actions and abilities by 2.
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When you speak, others listen, inspiring your allies and bringing them back to task without difficulty.
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Trick
Requirements: Marksman Affinity
Reduce the amount you need to exceed defense with Called Shot by +1 + TT/2.
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When people ask how you made the 'impossible' shot, you struggle for words. You saw it, you wanted to hit it, you hit it. What else is there?
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Aspect
Requirements: Mind Affinity
You can have an additional 1 + TT Focal Subjects and Focal Points.
They say multitasking makes you worse at everything. Clearly they've never met you. Looking for a forgery, watching for that irritating fly, and noting where the guard is all at once is all in a day's work.
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Aspect
Requirements: Mobile Affinity
Gain +1 + TT on Mobility rolls.
Whether by weight training or packing efficiently, the burdens you carry won't be the thing to slow you down. Where others fall short, you go the extra mile.
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Aspect
Requirements: Naturalist Affinity
Gain +1 + TT on Nature rolls for Utility and Complex Utility actions.
Cleaving creatures to you at a rate few others can achieve, rarely are you ever truly alone.
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Trick - Transference
Requirements: Necrotic Affinity
Scry on target corpse in Reach. See the last 1 + TT minutes of the creatures life through their eyes.
Connecting to the dead in a way few others can, or want to for that matter, can be invaluable. Bringing justice to the murdered, giving closure to the grieving, or pilfering information, the dead's last few moments are fair game.
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Response
Requirements: Order Affinity
As target creature in 3 + TT range would reroll or use a reaction, attack with 1 + TT d12 to prevent it.
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It's less about control and more about keeping things fair, at least, that's what you tell yourself. Everyone gets one chance, and if they blow it? They blow it. No redos.
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Aspect
Requirements: Radiant Affinity
Gain 1 + TT Energy Pool.
Pushing the shadows back comes naturally, as does nurturing the light. However, being a candle in the dark for others means being a barrier to some.
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Trick
Requirements: Scout Affinity
Creatures in an Aura 3 + TT cannot be Ambushed.
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A lookout when young for the local gang, a shepherd of the herd as it grazed, or a skilled guardsman, you developed the ability to keep a keen eye.
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Trick - Suppression
Requirements: Senses Affinity
Treat Concealment as 1 + TT Tiers lower.
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Others might be baffled by efforts to hide or conceal, but with a glance from you the subterfuge is peeled away.
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Trick - Illusion
Requirements: Shadow Affinity
Gain Tier 1 + TT/2 Concealment against each type of sense.
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Shadows cling to you, the darkness a guardian against pain.
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Trick - Elemental
Requirements: Space Affinity
Attack a target in 3 + TT range with 1 + TT/2 d12 to Reposition them in any direction or knock them Prone.
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It's not just about being aware of the space around you, but how to manipulate the creatures within it. Given enough power you can put anyone, anywhere, anytime.
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Aspect
Requirements: Spiritual Affinity
Gain 1 + TT Resolve Pool.
It's not only about how materially practiced you are in a given ability, but how aligned you are with your own energies. The better the internal awareness, the greater the external affect.
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Trick
Requirements: Tactician Affinity
Up to 1 + TT target creatures in 12 range count as Focused on everything you are Focused on.
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Your insights on the battlefield are a boon to you and yours.
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Response - Transference
Requirements: Time Affinity
After you roll, roll 1 + TT d12 to reroll, DL 12.
Others pray for second chances, you make them actually happen.
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Aspect
Requirements: Tinker Affinity
You can use broken objects as if they are not broken and gain +1 + TT on Salvage rolls.
There's always a use for the bits and bobs you collect in your various pockets and packs, all you have to do is find it.
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Trick - Infusion
Requirements: Trickster Affinity
Roll 1 + TT d12 for the next Spell you Manifest this turn to not require a Free Limb or speaking, DL 9.
Most abilities require a word or wave of the hand, but you know how to flex your will just enough to nudge energies in your direction. If it leaves others bamboozled? All the better.
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Aspect
Requirements: Umbral Affinity
Gain 1 + TT Mystical Reduction.
The immaterial energies of manifestations struggle to find purchase on you, sometimes sliding away entirely.
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Aspect
Requirements: Water Affinity
Gain +1 + TT on range with Displacement and Awareness rolls when sensing targets in areas of water or mist.
Water knows its own, having passed on its unique senses. In any body of water you're always more in tune to disturbances, tracking your quarry even in the densest fog or widest river.
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