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Abilities
Response (Fortress style)
Requirements: 7 Combined Tiers of Athletics and Endure
1 Resolve: After an attack succeeds against you, gain 1 + TT Physical Reduction against it.
Boost: Gain +1 on physical attack rolls against the attacker for 1 round.
Trick - Infusion (Mystic style)
Requirements: 9 Combined Tiers of Zeal and Observe
Roll 1d12 to heal 1 Energy, DL 6 - TT + prior successes.
Boost: On success, attack Magic of creatures within 1 range with 1 + TT/3 d12 to deal 1 Mystical damage to their Energy.
Talent (Mystic style)
Requirements: 9 Combined Tiers of Zeal and Observe
Deal 2 Mystical Necrotic damage to Grit of target creature in Reach at the end of each of their turns.
Boost: After you cause Grit Injury, heal 1 Grit.
Response (Dervish style)
Requirements: 9 Combined Tiers of Endure and Nimble
After a physical attack succeeds against you, roll 1d12, DL 9 - TT to advance and reduce the damage by 1 + TT/3.
Boost: You can use this after any attack succeeds against you.
Spell - Infusion (Adept style)
Target creature in 3 + TT range gains 1 + TT/2 Minor Action Pool.
Boost: They gain +1 + TT Priority.
Spell - Elemental (Warmage style)
Requirements: 9 Combined Tiers of Nimble and Magic
Deal 4 + TT/2 Flowing Earth damage to Grit in a Cone 3 + TT.
Boost: Increase the DL to Soothe this Acid by 2 + TT/3.
Spell - Elemental (Saboteur style)
Gain +2 + TT on Break rolls if the target is not Immune to Earth.
Boost: Your physical attacks deal 1 + TT/3 Flowing Earth damage in addition to their normal effects.
Spell - Elemental (Corrupter style)
Requirements: 9 Combined Tiers of Magic and Nature
Tier 2 acid rain falls in a Burst 3 + TT and deals 1 + TT/3 Flowing Earth damage to Grit each round.
Boost: You take no damage from the rain.
Aspect (Acrobat style)
Gain +1 + TT on Balance rolls and on defense against Reposition.
Boost: Reduce the Skill Tier requirement of abilities that have Athlete, Gravity, or Mobile Affinity by 1.
Response (Acrobat style)
Requirements: 11 Combined Tiers of Athletics and Elude
As you would begin falling, jump with +1 + TT on the roll.
Boost: You can treat falling objects as surfaces to Jump off of.
Stance (Acrobat style)
You can use an additional 1 + TT/2 reactions in response to a single trigger. You cannot use the same reaction more than once to a trigger.
Boost: You can use the same reaction more than once to a trigger.
Aspect (Traveler style)
Requirements: 9 Combined Tiers of Athletics and Observe
Lock 1 + TT/2 Movement Types. If you have a Locked Movement Type as Secondary, it becomes Primary.
Boost: Using your Locked Primary Movement Type does not prevent you from being in a Stance.
Aspect (Adept style)
Requirements: 11 Combined Tiers of Martial and Magic
You can Manifest a Spell that targets only you as a reaction to anything. Increase the DL to Manifest it by 3 and if it is ongoing at the end of your turn, it ends.
Boost: Reduce your DL to Manifest and of the effects of abilities by 1 + TT/3.
Stance (Adept style)
Gain +1 + TT/2 on defense against Hinder Spellcasting. Count as Focal Locked on yourself.
Boost: Gain +1 on Manifest rolls with Spells.
Response (Vigilante style)
Requirements: 7 Combined Tiers of Elude and Zeal
After suffering Injury, gain +1 Priority and roll 1d12 to prevent the next 1 Energy you would use 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.
Aspect (Advancement style)
Gain Flight with Wings as a Secondary Movement type and + TT x 3 on rolls to Soften Collision.
Boost: Req: Trained 2 Times - Gain Flight with Wings as a Primary Movement type.
Aspect (Advancement style)
Your tail gains Grab.
Boost: Req: Advanced Wield Knowledge DL 15 - Your limbs with Grab and talons gain Grip.
Aspect (Advancement style)
Your wings each gain Guard 1. You cannot use your wings to fly or attack for 1 round after using Guard with them.
Boost: You can use Guard with your wings to benefit creatures in Reach of them.
Aspect (Advocate style)
Requirements: 11 Combined Tiers of Nimble and Poise
When you begin Social Conflict, restore 2 + TT x 2 of your Resolve. After the conflict, use all restored Resolve.
Boost: You can use Influence against creatures that cannot understand you.
Aspect (Generic style)
Gain 1 + TT Charge Pool. You can use Charge to pay Energy and Resolve costs of abilities that have an Affinity you have. Any time your Exhausted could be reduced, also restore 1 Charge.
Boost: You can use Cantrip to heal 1 Charge.
Aspect (Generic style)
Lock 1 + TT/3 Affinities. While you have assigned at least 24 AP on other abilities that have a Locked Affinity, gain that Affinity.
Boost: Reduce your DL to Manifest those abilities by 2.
Augment - Empower
Lock 1 + TT Ailments. 2 Energy: Augment an attack. On success, deal 2 + Intensity damage of a Locked Ailment.
Boost: 1 Resolve: Also deal damage of a second Locked Ailment.
Spell - Transference (Intensifier style)
Requirements: 7 Combined Tiers of Poise and Magic
Speak 1 task. If target creature in 3 + TT range dies, they instead become a ghost and try to complete the task and then die. If they complete the task, they die.
Boost: They can spend 1 Energy as a Major Action to stop Phasing for 1 minute.
Response (Provoker style)
Requirements: 7 Combined Tiers of Endure and Guile
1 Resolve: As you use Influence, it cannot be Ignored.
Boost: Reduce Reduction creatures have against this Influence by 1 + TT/2.
Response (Crusader style)
As you would deal more than 1 type of Ailment damage with a single effect, choose 2 of them. Do not deal 1 of them and add that damage to the other.
Boost: You can choose an additional 1 + TT/2 Ailments to not cause in the same way.
Response (Fortress style)
Requirements: 7 Combined Tiers of Athletics and Endure
1 Resolve: As you would gain an Ailment, roll Endure to prevent that Ailment, DL 12 - TT.
Boost: 1 Resolve: You can use this to prevent Fatigued.
Aspect (Fortress style)
Lock 1 + TT Ailments. Gain +1 + TT/2 defense against the Locked Ailments.
Boost: As you reduce a Locked Ailment afflicting you, reduce it 1 additional Tier.
Response - Infusion (Knight style)
Requirements: 7 Combined Tiers of Tools and Poise
1 Resolve: After causing an Ailment, reduce 1 + TT/2 Tiers of that Ailment from yourself.
Boost: After this reduces an Ailment afflicting you, heal 1 + TT/3 Grit.
Talent (Disrupter style)
Increase the DL for target creature in Reach to make a Strike by 3 + TT/2.
Boost: Increase the DL to Manifest or Overpower by 1 + TT.
Spell - Elemental (Explorer style)
Requirements: 7 Combined Tiers of Athletics and Nature
Target subject in 6 + TT x 2 range does not fall while not carrying more than double their Bulk Limit. They can use advance to lower their elevation.
Boost: The creature also cannot suffer or cause Collision damage while not carrying more than double their Bulk Limit.
Spell - Infusion (Lookout style)
Requirements: 7 Combined Tiers of Endure and Observe
Reduce Unaware Tier of creatures in a Burst 1 + TT by 1 + TT.
Boost: Send up to 4 + TT words with Telepathy to each creature in the area.
Spell - Infusion (Alchemist style)
Requirements: 7 Combined Tiers of Tools and Nature
After each time physical damage is dealt to target creature in Reach, they roll 1d12, DL equal to the damage + TT/3. On failure, Alchemical objects in their gear activate.
Boost: They must use a Major Action to Manipulate Alchemical objects.
Trick - Infusion (Alchemist style)
Requirements: 11 Combined Tiers of Tools and Nature
Target alchemical object in 3 + TT range becomes identical to an alchemical object you have Gripped of the same name.
Boost: Lock 1 + TT/3 of Accurate, Devastating, Impact, Blind, Dazzled, Deaf, and Sickened. You may have the object gain any number of these.
Spell - Infusion (Alpha style)
Requirements: 11 Combined Tiers of Poise and Nature
Target beast in Reach gains the Intelligent ability.
Boost: They learn a language that you know and gain the Boost of Intelligent.
Aspect (Strategist style)
Gain +1 + TT/2 on Priority rolls.
Boost: Gain +1 on rolls to use reactions and for their effects.
Response (Lookout style)
After Injuring a creature with a physical attack, they cannot Ambush you.
Boost: You can target the creature even if you cannot sense them.
Response - Infusion (Assassin style)
Requirements: 9 Combined Tiers of Tools and Guile
After you Ambush a creature, advance up to 1 + TT/3 times before they can roll for Awareness.
Boost: Instead, Warp to target space in 1 + TT/2 range.
Talent (Pugilist style)
Requirements: 7 Combined Tiers of Martial and Nature
Advance, then attack Observe of target creature in Reach with Elude. On success, use a melee attack against them and it counts as an Ambush.
Boost: Attack Zeal with Injury d12 to cause them to lose 1 + TT Priority.
Aspect (Enhanced style)
Gain +1 + TT on Athletics Knowledge rolls.
Boost: Gain +1 on defense against Overpower.
Aspect (Acrobat style)
Gain 1 + TT Reduction to Entropic elements.
Boost: Gain TT/2 Collision Reduction.
Spell - Infusion (Mechanic style)
Requirements: 7 Combined Tiers of Athletics and Tools
Target unattended object up to 1 + TT squared Bulk in 3 + TT range moves as if operated by an appropriate creature with Tier 1 + TT/2 in each skill and follows your Magical Commands until you Manifest this again.
Boost: This does not end your previous 1 + TT/3 castings of this.
Spell - Infusion (Alchemist style)
Requirements: 7 Combined Tiers of Tools and Nature
Target creature in Reach gains +1 + TT/2 on defenses against a poison that matches a poison you have Gripped. The Gripped poison is consumed.
Boost: Remove the poison from them.
Spell - Suppression (Intensifier style)
As a creature in an Aura 1 + TT would make a physical attack with a DL, increase the DL by 3 + TT/2.
Boost: Increase the DL increase from each Augment by 1.
Trick (Assassin style)
Apply a Gripped poison to target Gripped weapon.
Boost: The poison remains in place after exposure 1 + TT/2 times.
Aspect (Inspector style)
Reduce the time you need to examine an object before rolling Knowledge about it by 1 + TT rounds.
Boost: You can read 2 + TT/3 times faster.
Aspect (Alpha style)
Requirements: 7 Combined Tiers of Poise and Nature
Creatures at least 3 sizes smaller than you that are Bonded to you gain +1 + ET/2 d12 on Magic rolls and qualify to learn any Spell they meet all requirements for, though the Area Value, duration, damage, and healing of abilities learned this way is halved.
Boost: They gain 1 + TT Mystical Reduction.
Trick - Transference (Archaeologist style)
Requirements: 11 Combined Tiers of Elude and Magic
1 Resolve: Target corpse or skeleton in Reach becomes a Ghost. It acts as if Bonded to you and has Tier 0 in all Skills.
Boost: It has all memories from its life.
Aspect (Archer style)
Gain +2 + TT x 2 range with ranged weapon attacks. You can count as in a space you could occupy within 1 range while attacking to determine obstructions.
Boost: Reduce the Skill Tier requirement of abilities that have Chaos, Fire, or Marksman Affinity by 1.
Response (Archer style)
Requirements: 11 Combined Tiers of Martial and Nimble
1 Resolve: After a creature suffers Grit Injury from a Spell or melee attack, use Ranged Strike against them.
Boost: Roll 1d12 to add the Injury you cause to the Injury caused by the attack you responded to for determining effects of that Injury, DL 9 - TT.
Stance (Archer style)
Gain +1 on attack rolls with physical ranged and thrown weapons against targets in 3 + TT range.
Boost: Do not suffer a penalty for making a Ranged Strike against targets within 1 range.
Spell - Elemental (Architect style)
Requirements: 11 Combined Tiers of Endure and Tools
Target building in 6 + TT x 2 range made of a material with durability 2 or lower Collapses with falling rubble Tier 2 + TT/2.
Boost: Increase the durability you can affect by TT/3.
Response - Infusion (Archmage style)
Requirements: 11 Combined Tiers of Zeal and Magic
As another creature declares a Major action, use Manifest Spell. Increase the Energy cost by 6 - TT/2.
Boost: Increase the DL to identify it by 1 + TT.
Stance (Archmage style)
As you apply an Augment, reduce the Augment cost by 1 Energy or Resolve for each prior consecutive successful action during which you applied the same Augment.
Boost: Magical effects you create gain 1 + TT/2 Dispel Defense.
Augment - Empower
1 + Intensity Energy: Augment an ability with an effect that has Area Tier 1, 2, 3, or 4. Increase or decrease the Area Tier by 1 + Intensity. You cannot increase above Tier 4. If Area Tier was 1, Area Value is reduced to half of the value. If deceasing Tier, the cost of this becomes 1 Resolve.
Aspect (Fortress style)
Treat armor as 1 + TT/2 Tiers lower to determine the penalties you suffer and time needed to don.
Boost: Increase the face value attackers need to benefit from Stabbing against you by 1 + TT/2
Aspect (Artificer style)
Requirements: 9 Combined Tiers of Tools and Magic
Treat Artifacts you wear or use as 1 + TT/3 Tiers higher.
Boost: Artifacts you wear gain +1 + TT/2 Dispel Defense.
Aspect (Artificer style)
Reduce your DL to Craft Ritual Circles, Infusion Tattoos, and Infusion Etchings by 1 + TT/2. You may Manifest Spells that have Construction, Tinker, or Umbral Affinity without speaking. After succeeding Manifest like this, heal minor actions equal to your Tools Tier.
Boost: Reduce the Skill Tier requirement of abilities that have Construction, Tinker, or Umbral Affinity by 1.
Spell - Transference (Artificer style)
Requirements: 11 Combined Tiers of Tools and Magic
A random soul enters target object that does not have a soul in Reach. It becomes a Sentient Object. It has 12 Skill Tiers and 6 + TT x 6 AP.
Boost: Instead, place your soul into the object. Your soul returns if the object is destroyed. Your body becomes Unconscious until your soul returns.
Aspect (Artisan style)
Requirements: 11 Combined Tiers of Nimble and Tools
Reduce the amount of raw material you need for crafting by 3 + TT x 3%.
Boost: When crafting objects, you can choose each Locked option from Exceptional abilities up to twice.
Stance (Artisan style)
Reduce the Physical Reduction targets have from armor against your attacks by 1 + TT/2.
Boost: If you have a face value 12 - TT or higher in your attack roll with a weapon, increase any Ailment damage the attack deals by 1 + TT/3.
Response (Assassin style)
Requirements: 11 Combined Tiers of Tools and Guile
As you cause Wounded with an attack, increase the Tiers caused by the amount you exceeded the creature's defense.
Boost: If you rolled for a part to determine the part wounded, increase the value of the roll by 1 + TT/6.
Stance (Assassin style)
After you Ambush a creature in 3 + TT range or exceed their defense by 6 with a physical attack, reduce the face value you need to roll for damage by 1 + TT/2.
Boost: After causing Grit Injury, use Impede against the target with 1 + TT/3 d12 as the attack roll.
Skill Tier
Gain +1 + TT Athletics Skill Tier. Assign AP to learn or train equal to the new Tier.
Aspect (Sensitive style)
Requirements: 7 Combined Tiers of Poise and Observe
Commonly ignored subjects do not affect your DL for Awareness.
Boost: Lock 1 + TT/3 senses. While you have effects that grant at least +3 on rolls with a Locked sense, they become Primary.
Aspect (Sorcerer style)
Requirements: 7 Combined Tiers of Endure and Magic
Reduce the total increase to DL from Augments by 1 + TT.
Boost: You can apply the same Augment to an ability an additional TT/3 times.
Aspect (Bard style)
Instead of normal word and limb requirements, you can speak 5 words or use a minor action to play an instrument. When you Manifest a Spell like this, the Spell cannot affect subjects who do not hear you and roll Perform with Poise to gain +1 on the roll, DL 9 - TT.
Boost: Reduce the Skill Tier requirement of abilities that have Air, Chaos, or Trickster Affinities by 1.
Trick (Bard style)
Requirements: 11 Combined Tiers of Guile and Poise
1 Resolve and 5 words: Attack with Guile to deal 3 + TT/2 - Prior success damage to Resolve of target creature in 6 + TT x 2 range.
Boost: Reduce their Resolve Reduction by 1 for 1 minute.
Augment - Control
2 Resolve: Augment an attack that deals damage and has a single target. The damage is halved. Then use the same attack with all other applied effects 1 + Intensity additional times against different targets. The DL increase from is applied to those attacks.
Boost: 3 Energy: Attacks do not have to choose different targets.
Aspect (Alpha style)
Increase the progress you can make on a single creature each day by 5 + TT x 5.
Boost: Gain +1 + TT on Sway Animal rolls.
Spell - Mutation (Hemalurge style)
Requirements: 9 Combined Tiers of Athletics and Magic
Choose 1 Species ability that you know. Target other creature in Reach gains the chosen ability and counts as your species for it. If you choose a Root ability, this effect fails if they are not the correct Primary Species. Their children will receive only your Species to determine their bloodline from the creature.
Boost: You can grant Root abilities to other Species.
Trick (Zealot style)
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.
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.
Spell - Mutation (Enhanced style)
Requirements: 9 Combined Tiers of Athletics and Zeal
Choose up to 1 + TT limbs. Gain the chosen limbs.
Boost: Gain a distal on 1 + TT limbs.
Trick (Impeder style)
Requirements: 7 Combined Tiers of Athletics and Guile
After causing Grit Injury with Called Shot, attack with Injury d12 to prevent the part from be used for 1 + TT rounds.
Boost: Called Shots against the part gain +1 + TT/2 damage.
Aspect (Survivor style)
Gain +1 + TT/2 on Diseases and Poisons Knowledge and Soothe rolls.
Boost: While using Treat Injury and Wounds, you can affect an additional 1 + TT creatures in Reach at the same time.
Spell - Mutation (Hemalurge style)
Requirements: 7 Combined Tiers of Athletics and Magic
After target creature in 3 + TT range suffers Grit Injury, deal 1 + TT/2 Trauma damage to them.
Boost: After they fail defense against Trauma, deal 2 Sickened damage to them.
Form (Form style)
Requirements: During Character Creation Only
Treat your Training Limit with this ability as 1 higher. Increase the number of Root abilities you can learn from your Primary Species by TT/2.
Boost: Treat your Training Limit with this ability as 1 higher. Increase the number of Root abilities you can learn from your Primary Species by TT/3.
Aspect (Sensitive style)
Requirements: 7 Combined Tiers of Poise and Observe
As you are Attacking Blind, the Soulweaver rolls an additional 1 + TT/2 d12.
Boost: When you attack blind and succeed, increase any damage you deal by +1 + TT/3.
Response (Fencer style)
Requirements: 7 Combined Tiers of Martial and Elude
After you use Guard with an object and the attack succeeds, roll 1d12 to have the attack succeed against the object instead, DL 9 - TT.
Boost: The object gains 1 + TT/2 Physical Reduction against the attack.
Response - Infusion (Vigilante style)
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.
Aspect (Ritualist style)
After each round, each creature suffering from Trauma in your ritual circle uses 1 Grit to reduce the Soul cost by 1 + TT for each. Double the reduction if the creature is intelligent.
Boost: If the creature dies, reduce the cost an additional 10 + TT x 5 Souls. Double this amount if the creature is intelligent.
Trick - Mutation (Hemalurge style)
Requirements: 7 Combined Tiers of Athletics and Magic
1 Grit: Make a Ranged Strike with 1 + TT/2 range to deal 1 + TT Sickened damage.
Boost: On Injury, cause Tier 1 Unaware.
Aspect (Hemalurge style)
Treat the Smell Magnitude of blood as 1 + TT higher.
Boost: You can identify the Species of a creature when you smell their blood.
Form (Form style)
Requirements: During Character Creation Only
Your torso and each of your limbs have a spikes distal with 1 + TT damage, Stabbing, and lightweight. After a non-ranged physical attack succeeds against you, attack the attacker with your spikes using Luck as the attack roll.
Boost: Lock 1 Craft Tier 3 poison. 12 times per day, after causing Grit Injury with your spikes, you can expose the target to the Locked poison.
Talent (Mechanic style)
Requirements: 9 Combined Tiers of Athletics and Tools
Roll Abilities Knowledge to recall an Aspect. If you exceed the DL by 3, you gain that Aspect as if you know it until you Manifest this again.
Boost: The Aspect has 1 + TT/2 Trained Tier.
Response (Defender style)
As target creature in Reach would suffer Grit Injury, you suffer 1 + TT/2 of it instead of them.
Boost: Then the creature can advance as a reaction.
Spell - Infusion (Empath style)
Target other creature with up to 12 + TT x 6 AP in Reach Bonds to you or another target creature in Reach. If the creature to be Bonded defends against this, this fails.
Boost: While Bonded, the creature's AP becomes the maximum you could Bond and they cannot gain AP normally. Each time the creature acts, you must pay 1 Energy.
Spell - Infusion (Alpha style)
Target creature Bonded to you in 6 + TT x 2 range gains +1 + TT/2 Movement Pool.
Boost: They gain +1 + TT/6 d12 on Elude defense.
Augment - Empower
6 Energy: Augment an ability that creates a creature or turns an object into a creature. The creature behaves as if Bonded to you.
Spell - Transference (Alpha style)
Requirements: 7 Combined Tiers of Poise and Nature
Each creature Bonded to you in a Burst 1 + TT miles becomes aware of where you are in relation to them.
Boost: Become aware of where each affected creature is in relation to you.
Spell - Infusion (Alpha style)
Requirements: 9 Combined Tiers of Poise and Nature
Target creature Bonded to you in 3 + TT range can speak with you as if you have a shared language. Increase its Social Opinion of you by TT/2.
Boost: Can target any animal.
Aspect (Alpha style)
Requirements: 7 Combined Tiers of Poise and Nature
You can Manifest abilities that target a single creature targeting a creature Bonded to you not already affected by this. When you do, the ability has no effect until the creature succeeds an Unarmed Strike. At that time, the ability affects the attacked creature in place of the normal effect of the attack. This effect ends if the ability is not used within 1 + TT minutes.
Boost: When a creature Bonded to you in 1 + TT range Manifests an ability with range Self, it can target you instead.
Aspect (Alpha style)
Creatures Bonded to you gain +1 + TT/3 Physical Reduction.
Boost: Creatures Bonded to you qualify to learn each non-Species ability you do.
Spell - Transference (Alpha style)
Choose 1 + TT/2 senses. Sense what target creature Bonded to you in 3 + TT range senses with the chosen senses.
Boost: They sense what you sense.
Talent (Mechanic style)
Requirements: 9 Combined Tiers of Athletics and Tools
Target body part on Reach does not cause any penalty from Wounded.
Boost: The creature gains +1 + TT on rolls to reduce the Wound.
Spell - Elemental (Mentalist style)
Deal 4 + TT/2 Mystical Mind damage to Grit of target creature in 6 + TT x 2 range.
Boost: If you cause 4 or more Injury, cause Tier 1 Wounded Tier to their head.
Spell - Elemental (Vigilante style)
Requirements: 9 Combined Tiers of Elude and Zeal
Creatures in a Cone 3 + TT Drop everything Gripped.
Boost: Dropped gear cannot be Gripped for 1 + TT/2 rounds.
Response (Fencer style)
As a creature in Reach uses Guard, attack with 1 + TT/2 d12 to prevent the effect.
Boost: On success, use Disarm against the object that used Guard.
Response (Disrupter style)
After succeeding a melee attack, attack target creature in Reach with Martial to end any Stance the target is in.
Boost: On success, they cannot enter a Stance for 1 + TT/2 rounds.
Aspect (Alchemist style)
You can Craft alchemical objects up to Craft Tier 1 + TT.
Boost: You can Craft Poisons up to Craft Tier 1 + TT.
Response (Vigilante style)
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.
Trick - Infusion (Crusader style)
Requirements: 9 Combined Tiers of Martial and Zeal
1 Resolve: Gain +1 physical damage.
Boost: After causing 3 or more Grit Injury, deal 1 + TT Dazzled damage.
Aspect (Burglar style)
Requirements: 11 Combined Tiers of Elude and Nimble
Have Tier 1 Concealment against vision. You can suppress or resume this effect as a Minor Action.
Boost: Gain 1 + TT/2 Reach to Manipulate Object.
Stance (Burglar style)
Rapid Strike allows you to use Secure and Steal as Minor Actions.
Boost: You can juggle 1 + TT objects you can Grip. Juggled objects count as Gripped and to not count towards Gripped or carried Bulk.
Aspect (Opportunist style)
After you Triumph to use an attack that deals damage, the attack gains +1 + TT/3 damage.
Boost: Gain 1 + TT/2 on defense against effects that modify your Focus.
Spell - Suppression (Alpha style)
Reduce Emotional and Sickened afflicting target animal in 6 +TT x 2 range 1 + TT Tiers.
Boost: Improve its Social Opinion of you by 1 + TT/2 Tiers for 1 + TT minutes.
Augment - Control
2 Resolve: Augment an ability with a duration. Its duration is still counted in its own increment during Conflict.
Boost: 2 Resolve: As a Major action, cause the effect the stop or resume. While stopped, it does not reduce duration from time passing.
Spell - Elemental (Survivor style)
Target space in 3 + TT range increases Temperature below 70 degrees to be 70 degrees in an Aura 2.
Boost: The space sheds Tier 3 light in an Aura 2.
Aspect (Provoker style)
Requirements: 9 Combined Tiers of Endure and Guile
When a creature Focal Locked on you is Ambushed, increase their defense penalty by 1 + TT/3 d12.
Boost: Creatures in Reach of you benefit from Concealment from Focus against creatures Focal Locked on you.
Aspect (Explorer style)
Gain +1 + TT on Terrain Knowledge rolls.
Boost: Gain +1 + TT on Map Making rolls.
Aspect (Artisan style)
You can Craft non-technology objects made of bone, ironwood, stone, venomwood, and wood up to Tier 1 + TT.
Boost: Gain +1 + TT/2 on Salvage rolls with objects of these materials.
Spell - Transference (Preacher style)
Target creature in Reach rerolls the next Skill roll they succeed and loses 1 + TT/3 d12 on the reroll.
Boost: If they succeed the reroll, deal 1 + TT/2 Weakened damage.
Spell - Suppression (Disrupter style)
Requirements: 9 Combined Tiers of Guile and Nature
Target creature in Reach suffers Tier 1 + TT/3 Fatigued.
Boost: Deal 2 + TT Weakened damage.
Spell - Suppression (Charlatan style)
Cause target in 6 + TT x 2 range to add 1 + TT/6 face value 1 to each Skill roll they make.
Boost: If they reroll a roll, they suffer -1 on the reroll.
Aspect (Commander style)
Requirements: 9 Combined Tiers of Martial and Poise
Gain 1 + TT/2 Resolve Reduction during Social Encounters.
Boost: If an Ally within 3 range would suffer 3 or more Resolve Injury, reduce the Injury by 1.
Augment - Empower
2 Energy: Augment an attack with range. 1 + Intensity times, if the attack succeeds, it attacks an additional target that has not been attacked yet. Use your same range originating from the previous target and suffer -1 on the attack roll for each previous target.
Trick (Preacher style)
Requirements: 9 Combined Tiers of Poise and Zeal
5 Words: Roll 1d12, DL 3 + prior successes - TT to heal target creature that can hear you in 1 + TT range 1 Grit.
Boost: After this restores Grit, they gain +1 on defenses for 1 + TT/3 rounds.
Augment - Empower
1 Energy: Augment an action that is used with a Skill roll. Gain +1d12 on the Skill roll. For each face value 1 in your usage roll, suffer Tier 2 Dazzled.
Boost: After you Fumble the roll, use the action again.
Spell - Infusion (Artificer style)
Requirements: 7 Combined Tiers of Tools and Magic
Assign 1 ET to target Gripped magical object.
Boost: As you would pay an Energy cost while Gripping the object, you may Cease this to reduce the cost by 1.
Spell - Illusion (Charlatan style)
Requirements: 11 Combined Tiers of Nimble and Guile
Dominate target creature in 3 + TT range. As they attack, the attack fails.
Boost: Instead of the attack failing, they attack themselves.
Aspect (Oracle style)
Gain 1 + TT Reduction to Unseen elements.
Boost: Gain +TT/2 on defense against effects that cause you to reroll.
Aspect (Harmonizer style)
Gain +1 + TT on Break Illusion and Identify Behavior rolls.
Boost: Gain +1 + TT/2 on defense against Domination and Unseen elements effects.
Augment - Control
1 Resolve: Augment an effect that creates a creature. Disguise them with +3 + Intensity x 3 on your roll. The Disguise cannot be removed.
Spell - Suppression (Provoker style)
Target creature in 3 + TT range suffers a 2 + TT/2 penalty on non-defensive Tools rolls.
Boost: After they use an object, attack Tools with 1 + TT/3 d12 to cause them to Drop the object.
Spell - Illusion (Coach style)
Requirements: 11 Combined Tiers of Athletics and Poise
Another target creature in 3 + TT range heals 1 Resolve at the end of each of their turns.
Boost: After paying Resolve for an action, they gain +1d12 on any roll for the use and effect of that action.
Response (Fencer style)
Requirements: 7 Combined Tiers of Martial and Elude
After a creature moves within your Reach, roll 1d12 to advance up to twice, DL 9 - TT.
Boost: Use a Stance.
Talent (Warrior style)
Requirements: 7 Combined Tiers of Martial and Tools
Gain +1 + TT/3 Movement Pool and on Charisma defenses.
Boost: Reduce Manifest DL by 1 + TT/2.
Augment - Empower
3 Energy: Augment a Spell you Ready. The Spell is not lost when you pay Energy. When you Manifest another Spell, you may release the Spell to add its effect to the new Spell. The Area Value, Area Tier, range, and duration become the lowest of any ability used. If they allow different defenses, subjects roll both defenses and you must beat both.
Response (Exemplar style)
Requirements: 9 Combined Tiers of Athletics and Nimble
After suffering a Serious Injury, use a Major Action.
Boost: Gain +1 + TT/2 on the roll to use the action.
Spell - Transference (Commander style)
Requirements: 11 Combined Tiers of Martial and Poise
Scry on another creature. If you can sense them, create a portal in their space and in target space in Reach. The creature can move into either portal to Teleport to the other.
Boost: Think up to 5 + TT x 5 words. The creature hears the words.
Stance (Commander style)
Treat your size as 1 + TT larger to determine your Reach for abilities.
Boost: For each word you can speak, you can speak 1 additional word.
Spell - Suppression (Preacher style)
Requirements: 9 Combined Tiers of Poise and Zeal
Speak up to 1 + TT words that defines an activity. Dominate target creature that can hear and understand you in 3 + TT range. As they have an opportunity to perform the activity, they attempt to perform the activity before taking any other actions.
Boost: You can define the activity mentally and against a creature that cannot hear you.
Spell - Infusion (Bard style)
Requirements: 9 Combined Tiers of Guile and Poise
Understand all spoken languages for their literal meaning. You may miss things that would be clear if you knew the language.
Boost: You can read all written languages.
Spell - Suppression (Burglar style)
Requirements: 7 Combined Tiers of Elude and Nimble
Detect Spells do not detect anything in an Aura 0 unless they are Trained more times than this.
Boost: Reduce your smell and thermal magnitude by 1 + TT/2.
Augment - Control
1 Resolve: Augment an effect with a duration. Choose 1 + Intensity conditions about the world such as times of day, specific locations, or lighting conditions. The effect only exists while the chosen conditions are met.
Spell - Transference (Bard style)
Requirements: 7 Combined Tiers of Guile and Poise
Lock 1 + TT Species. TT/2 Energy: Create a creature of a Locked species with up to 12 + TT x 6 AP in a space in Reach. It cannot have any Root abilities. It is mindless, behaves as if Bonded to you, and enters Priority after you.
Boost: The creature can have up to 1 + TT/2 Root abilities.
Spell - Transference (Oracle style)
Requirements: 9 Combined Tiers of Magic and Observe
Create a size -8 eyeball. It has 10 Movement Pool, Flight as a Primary Movement type, and follows your mental commands, though cannot Dash or Run. You see only what the eyeball see and cannot take actions except to Cease this.
Boost: The eyeball is Phasing.
Spell - Elemental (Warmage style)
Cause Tier 2 + TT Fire in target space and up to 1 + TT contiguous spaces in 3 + TT range.
Boost: The Fire provides Tier 1 + TT Concealment.
Spell - Elemental (Warden style)
Target space and up to 1 + TT contiguous spaces in 3 + TT range fill with ice flakes that reduce the Temperature 50 degrees. After entering these spaces and on the Soulweaver's turn, creatures must roll for Overexertion.
Boost: Deal 2 + TT Unsteady damage to creatures that fail Overexertion in these spaces.
Spell - Transference (Corrupter style)
Create a swarm with up to 12 AP in target space in 3 + TT range.
Boost: Increase the AP of swarm you can create by 12 + TT x 6.
Spell - Transference (Mechanic style)
Requirements: 7 Combined Tiers of Athletics and Tools
Create a non-consumable, non-magical object up to 2 + TT Bulk made of its normal material in your space. It dissipates when this ends.
Boost: Choose a material. Infuse 1/10 of the cost per Bulk of the material for each Bulk of the created object. The object is made of the chosen material.
Spell - Elemental (Architect style)
Create a 1 inch thick wall of stone angled at least 45 degrees from the ground in target space and up to 1 + TT contiguous spaces in 3 + TT range. The walls are not affected by gravity. Attack creatures in the spaces to choose what side of the wall they are on. On failure, they choose the side.
Boost: Increase the thickness of the wall by TT/2 inches.
Spell - Mutation (Druid style)
Cause vines to grow from target space in 6 + TT x 2 range. The vines count as size 0 with 1 + TT/2 in each Skill Tier. The vines attempt to Grab each creature in the area immediately and again at the beginning of each of your turns. If the vines have already Grabbed the target, they Grapple instead.
Boost: When the vines are targeted by an attack, the attack also targets any target the vine has Grabbed.
Spell - Elemental (Impeder style)
Requirements: 7 Combined Tiers of Athletics and Guile
Target space and up to 1 + TT contiguous spaces in 3 + TT range fill with Tier 0 + TT current water that dos not fall. You choose the direction it flows.
Boost: The effect becomes a flood.
Talent (Mystic style)
Lock 1 Non-Magical Weapon. Create the Locked weapon out of energy in your Manipulation Limb size to fit it. The weapon gains Umbral and + TT/3 damage. This effect ends if you Drop the weapon. If the weapon has Load, it creates ammunition when you go to Load it. After each time the weapon causes Injury, pay 1 Energy or this effect ends. Any Injury dealt to the weapon is instead dealt to you.
Boost: The weapon gains 1 + TT/2 of Accurate, Blind, Dazzled, Deaf, Devastating, Extend 1, Guard 2, Lightweight, Load 0, Trauma, Unsteady, or it can affect Phasing creature.
Spell - Elemental (Warden style)
Target space and up to 1 + TT contiguous spaces in 3 + TT range fill with Tier 1 + TT Wind. After entering these spaces and on the Soulweaver's turn, it deals 2 + TT Dazzled damage to creatures.
Boost: Rising in the area requires 1 + TT/3 Minor Actions in addition to other costs.
Response (Wrangler style)
Requirements: 7 Combined Tiers of Athletics and Martial
When you Grapple, count as having a Distal that deal 2 + TT/2 Bashing damage.
Boost: Instead of damage, cause 2 + TT/2 Tiers of Strangled while they are Grappled by you.
Talent (Herbalist style)
Consume a Gripped Poison. Gain Immunity to the poison and any Ailments the poison could cause.
Boost: When using Impede, you can instead cause an Ailment this grants you Immunity to.
Spell - Mutation (Assassin style)
Each ingested poison you have Gripped is Warped out of their containers and into target food in 1 + TT range.
Boost: Increase the DL to sense the poison by 1 + TT/2.
Aspect (Explorer style)
Gain +3 + TT x 3 on Soften Collision.
Boost: Soften Collision does not cause you to fall Prone.
Spell - Infusion (Druid style)
Requirements: 7 Combined Tiers of Zeal and Nature
Increase or decrease Precipitations in a Burst 12 + TT x 3 by 1 + TT/2 Tiers.
Boost: Increase or reduce Wind and Lightning each up to 1 + TT/3 Tiers.
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