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Aspect
Requirements: Root Beast
Gain 6 Mystical Reduction. Have Tier 2 Enraged and you cannot be Trained. Be considered a monster.
Two souls stuck in 1 body.
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.
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.
Form
Requirements: Root Beast
Deliver your natural poison to creatures you cause Injury to with fangs or dtinger attacks.
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 (Strategist style)
Gain +1 + TT/2 on Priority rolls.
Boost: Gain +1 on rolls to use reactions and for their effects.
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 (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.
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.
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.
Aspect
Requirements: Root Beast
Lock 1 + TT limbs. Gain the Locked limbs.
Boost: Lock long or wide torso. Gain the Locked option.
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.
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.
Aspect (Explorer style)
Gain +3 + TT x 3 on Soften Collision.
Boost: Soften Collision does not cause you to fall Prone.
Response (Warrior style)
Requirements: 7 Combined Tiers of Martial and Tools
After an attack succeeds against you, roll Nimble to gain 1 + TT/2 Reduction against the attack, DL 9.
Boost: Reduce the DL by 1 + TT.
Response (Dervish style)
Requirements: 11 Combined Tiers of Endure and Nimble
After a creature in your Reach moves away from you, advance towards them and roll 1d12 to heal 1 Movement, DL 9 - TT.
Boost: After moving, make a melee attack against the creature.
Response (Precisionist style)
After triggering Devastating, attack with Injury d12 to deal 2 + TT Blind damage.
Boost: If Injury is 0, attack with 1 + TT/3 d12.
Response (Precisionist style)
After triggering Devastating, use Disarm against the creature with Injury d12 as the attack roll.
Boost: Move the Disarmed object up to 1 + TT spaces in any direction.
Response (Precisionist style)
Requirements: 9 Combined Tiers of Nimble and Zeal
After triggering Devastating, attack with Injury d12 to deal 2 + TT/2 Sickened damage.
Boost: On success, deal 1 + TT/2 Weak damage.
Form
Requirements: Beast
Grow 1 size. Gain +2 Movement Pool and gain 2 Physical Reduction. Have Tier 1 Emotional. The emotion is rage with no specific subject. Be considered a monster. Assign an additional 5 AP.
Beasts that are born in highly magical areas or that are mutated can become dire.
Response (Wrangler style)
After causing Grit Injury with an Unarmed Strike, attack with Injury d12 to deal 1 + TT Dazzled damage.
Boost: 1 Energy: Also deal 2 Sickened damage.
Response (Opportunist style)
Requirements: 7 Combined Tiers of Martial and Guile
After you are Tripped by target creature in Reach, use Trip against them.
Boost: If they fall, increase the collision damage by 1 + TT/2.
Aspect (Enhanced style)
Gain +1 + TT/3 Ailment Reduction.
Boost: Gain +TT/2 Severe Threshold.
Aspect (Dervish style)
Gain +1 on defense against Hinder Attack.
Boost: Gain 1 + TT/3 Minor Action Pool.
Response (Stalker style)
Requirements: 9 Combined Tiers of Nimble and Nature
1 Resolve: After you Ambush a creature who is not in Conflict, heal 1 Major Action.
Boost: Gain +1 + TT/3 on your next physical attack roll this round against an Ambushed creature.
Aspect (Fortress style)
Requirements: 9 Combined Tiers of Athletics and Endure
Lock 1 + TT/2 of Air, Earth, Fire, Water, Radiant or Necrotic. Gain 6 Reduction to the Locked Elements.
Boost: Gain +1 on defenses against effects of the Locked Elements.
Aspect (Fortress style)
Requirements: 9 Combined Tiers of Athletics and Endure
Gain +1 + TT on Overexertion rolls.
Boost: Gain +1 + TT/3 Exertion Pool.
Aspect
Requirements: Beast
Gain the Full-Blooded feature of your Primary Species. Assign an additional 5 AP.
Form (Form style)
Requirements: During Character Creation Only
Lock 1 + TT limbs. Locked limbs grow 1 size. Assign an additional 1 + TT AP.
Boost: Locked limbs grow 1 additional size. Assign an additional 4 AP.
Aspect (Fortress style)
When you would become Unconscious, roll Endure Defense to stay conscious, DL 9 - TT + any Injury suffered causing the Unconscious.
Boost: Unconscious does not cause you to fall Prone or Drop Gripped objects.
Aspect (Explorer style)
Gain +1 + TT climb, jump and swim rolls.
Boost: Reduce your penalty from jumping by TT/2. You can run while swimming.
Aspect (Exemplar style)
When you use Prepare, it allows you to advance up to 1 + TT/2 additional times during its effect.
Boost: If you Prepare and choose an event that includes an attack, if you attack the same target with your action, the target treats the attacks as only 1 trigger condition they can react to.
Trick (Warrior style)
1 Energy: Reduce the penalty on your attack rolls from Rapid Strike by 1 + TT/2 d12.
Boost: 1 Resolve: The first Rapid Strike use of each limb each round does not prevent you from using it again that round.
Aspect (Defender style)
Gain +1 + TT/2 on Hinder Attack rolls.
Boost: Cause an additional TT/3 penalty on attack rolls you hinder.
Aspect (Wrangler style)
Reduce penalties you suffer on Reposition rolls by 1 + TT. When you Reposition, it does not count as being done as the result of another attack succeeding.
Boost: Increase damage caused by Collide caused by your Reposition by 1 + TT/2.
Aspect (Sensitive style)
Lock 1 + TT/6 senses. Gain +1 + TT/2 on rolls with the Locked senses.
Boost: Gain +1 + TT/3 range with the Locked senses.
Aspect (Traveler style)
Requirements: 7 Combined Tiers of Athletics and Observe
Gain +1 + TT/3 Movement Pool.
Boost: While your Movement Pool is full, you can use advance as a reaction to anything.
Aspect (Stalker style)
Gain +1 + TT/2 on Stealth rolls.
Boost: After using Stealth, the next 1 + TT/3 spaces you move within 1 round do not affect the DL of vision against you.
Aspect (Stalker style)
Gain +1 + TT/2 on Track rolls.
Boost: Tracking does not increase your movement cost.
Talent (Exemplar style)
Gain +1 + TT/2 damage with Unarmed Strikes.
Boost: Choose Bashing, Chopping, or Stabbing. Your Unarmed Strikes gains the chosen Strike Type.
Aspect
Requirements: Root Beast
Lock 1 + TT/3 of Enhanced Sensed. Gain the Locked options.
Trick (Impeder style)
Requirements: 9 Combined Tiers of Athletics and Guile
Use Impede.
Boost: On success, use Impede for the same effect against up to 1 + TT other targets.
Response (Wrangler style)
Requirements: 9 Combined Tiers of Athletics and Martial
After you succeed an Unarmed Strike, use Reposition against the target.
Boost: On success, move them an additional 1 + TT/2 spaces further from you.
Aspect
Requirements: Beast
Gain Flight with Wings as a Primary Movement type and land becomes a Secondary Movement type.
Response (Dervish style)
Requirements: 9 Combined Tiers of Endure and Nimble
After a creature who was within 1 range of you moves away, advance towards them.
Boost: After you move, use Reposition up to 1 + TT/2 times.
Response (Vigilante style)
1 Energy: After succeeding Reposition, deal 2 + TT/2 Bashing Body damage to their Grit.
Boost: Then cause Balance, DL increased by double the Injury caused.
Aspect (Exemplar style)
Requirements: 7 Combined Tiers of Athletics and Nimble
Gain +1 + TT on rolls to reduce Trauma afflicting you.
Boost: Gain 1 Physical Reduction.
Aspect
Requirements: Root Beast
Gain 1 + TT Tier 1 unique effects. Assign an additional 5 + TTx5 AP.
Boost: In place of gaining an effect, you can increase the Tier of another effect by 1.
Aspect
Requirements: Root Beast
Have regular intelligence and you cannot be Trained.
Boost: You can speak.
Aspect (Exemplar style)
Increase the Bulk you can Grip with each Manipulation Limb by 1 + TT.
Boost: When using Overpower, you can affect targets 1 + TT/2 sizes larger.
Response (Warden style)
Requirements: 9 Combined Tiers of Nimble and Observe
After you succeed a physical attack, use Trip against the target.
Boost: On success, deal 2 + TT Slowed damage.
Talent (Impeder style)
Reduce Bulk Limit of target creature in Reach by 4 + TT x 4.
Boost: Increase Movement costs other than for moving by 1.
Aspect
Requirements: Root Beast
Lock 1 type of limb. Your limbs of a Locked type 1 + TT/3 Reach.
Boost: Lock 1 type of limb.
Aspect (Monster style)
Requirements: Soulweaver Permission
Lock 1 animal with up to 12 + TT x 12 AP. You can choose not to Lock an option and may Lock an option after Training this if no option is Locked. Gain the curse of Lycanthrope of the Locked animal.
Boost: Req: 12 AP Assigned to Lycanthrope Abilities - When you would change to your animal form, you can instead take a hybrid form. Gain any distals of the animal, gain more of the animals traits reducing the DL to identify you by 6, and do not shapeshift.
Aspect (Monster style)
Requirements: Curse of Lycanthrope
Gain +1 + TT/3 on Endure rolls and TT/2 Physical Reduction.
Boost: Req: Trained 2 Times - Gain +1 + TT/3 physical damage. Double this while in animal or hybrid form.
Aspect (Monster style)
Requirements: Curse of Lycanthrope
While in animal or hybrid form, at the end of your turn, heal 1 + TT/3 Grit.
Boost: Req: Trained 2 Times - Gain +1 + TT on rolls for reducing Ailments.
Aspect (Monster style)
Requirements: Curse of Lycanthrope
Always gain the Enhanced Senses of your animal type.
Boost: While in animal form, gain the senses of your natural form.
Aspect
Requirements: Root Beast
Treat all magical abilities as if they are Species abilities and each Skill Tier begins as Tier 0 and can be increased up to 6 as part of creation. Any sounds you normally make counts as speaking for Manifesting magical abilities.
Boost: Lock 1 Element. Gain 2 + TTx2 reduction to the Locked Element.
Form (Form style)
Requirements: During Character Creation Only
Lock 1 + TT limbs or distals. If your Secondary Species has a Locked option, you gain the parts from that Species.
Boost: Gain a sense or non-Form, non-Full-Blooded feature of your Secondary Species that you do not have.
Trick - Infusion (Commander style)
Increase the Magnitude of sound you speak by 1 + TT/2.
Boost: Reduce the amount listeners need to exceed the DL by 1 + TT to get full details of your words.
Aspect (Monster style)
Requirements: Soulweaver Permission
Can learn any number of Root abilities. Can learn Root abilities from your secondary Species. Be considered a monster.
Boost: Treat all non-magical abilities as if they are Species abilities.
Form
Requirements: Root Beast
Grow +1 + TT sizes. Assign AP to learn or train equal to your new size.
Aspect (Exemplar style)
Gain +1 + TT on Strength and Release rolls.
Boost: Gain 4 + TT x 4 Bulk Limit.
Aspect (Wrangler style)
Reduce penalties you suffer on Grab and Grapple rolls by +1 + TT/3. Gain +1 + TT/2 on defense against Disarm.
Boost: Gain +1 + TT/2 on defense against Release.
Aspect
Requirements: Root Beast
Lock 1 + TT Spells that could be potions. You are always under the effect of Locked Spells without training or boosts. If you know the Spell, gains any training or boost you have on it. Assign an additional 5 + TTx5 AP. You can learn any Spell but cannot Manifest Spells you can only learn in this way.
Boost: You can instead choose a Ritual that targets a single creature. You can change any Locked options when you learn this. Assign an additional 5 AP.
Trick (Fencer style)
Use Melee Strike. Replace all effects of the attack with deal 1 Trauma damage.
Boost: Roll 1d12, DL 9 - TT. On success, this gains +1 damage.
Stance (Precisionist style)
After attacking, for each face value 12 in your attack roll, reduce the face value you need to roll for damage with that attack by 1.
Boost: After you trigger Devastating, gain +1 + TT/2 damage on the attack.
Response (Warden style)
1 Resolve: After target creature in Reach moves, use Reposition against them.
Boost: For 1 round, gain +1 + TT/3 on Hinder Movement rolls.
Aspect (Survivor style)
Requirements: 9 Combined Tiers of Endure and Nature
Reduce the time you need for Recovery by 3 + TT x 3 minutes.
Boost: You can gain Recovery an additional TT/2 times each day.
Response (Warrior style)
Requirements: 7 Combined Tiers of Martial and Tools
After a creature declares an attack, Focal Lock on them.
Boost: 1 Resolve: Gain +1 + TT/3 d12 on defense against the attack.
Trick (Empath style)
Requirements: 7 Combined Tiers of Elude and Guile
Gain +1 on defenses against creatures that you have succeeded an attack against in the last 1 + TT rounds.
Boost: Reduce thier Concealments against you by 1 + TT/2 Tiers.
Talent (Stalwart style)
Requirements: 7 Combined Tiers of Endure and Martial
Gain 1 + TT/3 Physical Reduction.
Boost: Gain TT/2 Element Reduction.
Aspect (Zealot style)
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.
Aspect (Mechanic style)
Reduce the face value you need to benefit from Bashing by 1 + TT.
Boost: Count as 1 + TT/2 sizes larger to determine the effect of Bashing.
Trick (Precisionist style)
Requirements: 7 Combined Tiers of Nimble and Zeal
Increase the range of face values that trigger Devastating by 1 + TT/6.
Boost: Gain +1d12 on physical attack rolls.
Aspect
Requirements: Beast
Lock 1 Ailment. Gain +2 + TTx2 on defense against gaining Locked Ailments and on rolls to reduce Locked Ailments.
Boost: Lock 1 Ailment.
Response (Stalwart style)
Requirements: 7 Combined Tiers of Endure and Martial
After rolling a defense, for each face value 12 - TT/2 or higher you rolled, you may advance.
Boost: This advance has no Movement cost.
Aspect (Burglar style)
Reduce the penalty to Mobility rolls from being Prone by 1 + TT/2.
Boost: Reduce your penalty to Melee Strike rolls, Overpower attack rolls, and defenses against physical attacks from Prone by TT/3.
Aspect
Requirements: Root Beast
Gain Darksight and Aquatic. Lose land as a Movement Type.
Form (Soulbroken style)
Requirements: During Character Creation Only
You are cut off from the Umbral Realm. You cannot use Magical Responses, Magical Tricks, or Spells, be resurrected, be sensed by detect Spells, be seen or found by scry effects, or Craft Artifacts, Inlays, or Potions.
Aspect (Soulbroken style)
Requirements: Soulbroken
Gain 1 + TT/2 Mystical Reduction.
Boost: Gain TT/3 Physical Reduction.
Trick (Soulbroken style)
Requirements: Soulbroken
Instantly know if creatures you see are Soulbroken.
Boost: Instantly know if a creature you see is an aberration.
Aspect (Soulbroken style)
Requirements: Soulbroken
You can roll Zeal defense in place of Magic defense.
Boost: When you do, gain +TT/3 on your roll.
Aspect (Soulbroken style)
Requirements: Soulbroken
Reduce the hours you need to be Unconscious each day to avoid suffering Exhausted by 1 + TT.
Boost: Gain +1d12 on Might skill defenses.
Trick (Acrobat style)
Requirements: 7 Combined Tiers of Athletics and Elude
Stand up. You may use this as a reaction to becoming Prone.
Boost: Gain +1 + TT/2 on Tackle rolls this turn.
Response (Exemplar style)
After you are targeted by Hinder Movement, gain +1 + TT/2 on your defense.
Boost: 1 Resolve: If the attack fails, make a melee attack against the attacker.
Response (Commander style)
Requirements: 9 Combined Tiers of Martial and Poise
After target creature in Reach stands up, use Trip against them.
Boost: If they fall, deal 1 + TT/2 Bashing damage to them. Use your attack roll from Trip to determine the effect of Bashing.
Response (Wrangler style)
Requirements: 9 Combined Tiers of Athletics and Martial
After succeeding Grapple, increase the Tiers of Encumbered caused by 1 + TT/3.
Boost: You can use legs as Manipulation Limbs to Grapple.
Response (Commander style)
Requirements: 7 Combined Tiers of Martial and Poise
After you successfully Reposition, move the target an additional 1 + TT/2 spaces in the same direction.
Boost: Instead of being in the same direction, choose a path where each space turns up to 60 degrees from the last.
Aspect
Requirements: Root Beast
Gain +1 + TT Physical Reduction. Assign an additional TT AP.
Response (Opportunist style)
After succeeding a physical attack, gain +1 damage for each time you have Injured the target since the end of your last turn.
Boost: Then attack Endure with Injury d12 to deal 1 + TT/2 Trauma damage.
Aspect (Warrior style)
Requirements: 9 Combined Tiers of Martial and Tools
While wearing armor that is Teir 6 - TT/2 or higher, reduce Grit Injury you would suffer by 1.
Boost: Reduce your Movement Pool penalty from armor by TT/3.
Aspect (Scavenger style)
Gain +1 + TT/2 on defense against becoming Sickened and Ingested Poisons and Survival for food rolls.
Boost: Gain 1 + TT/3 on defenses against Disease.
Response - Infusion (Enhanced style)
After you Triumph an attack roll, for each 12 in your damage roll, gain +1 + TT/6 damage.
Boost: Attack with a number of d12 equal to the number of 12s rolled in the damage to deal Injury Deaf damage, DL 12 - TT.
Trick (Traveler style)
Gain +1 Movement Pool while wearing 1 + TT Bulk of armor or less.
Boost: Gain 1 + TT/2 on Mobility rolls while using Primary Movement types and Reduction against Slow, Stiff, and Unsteady.
Aspect (Monster style)
Requirements: Soulweaver Permission
Lock Zombie, Skeleton, or Ghost. Become the Locked type of Undead.
Trick (Acrobat style)
Requirements: 9 Combined Tiers of Athletics and Elude
Reduce Encumbered Tiers gained from Environments by 1 + TT/2.
Boost: Also reduce Encumbered Tiers gained from Crowded.
Stance (Vigilante style)
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.
Stance (Warden style)
Increase the size of creature you can Hinder Movement against by 1 + TT/2.
Boost: After you successfully Hinder Movement, deal 1 + TT/3 Movement damage.
Stance (Wrangler style)
Lock 1 + TT/2 of Accurate, Trauma, Devastating, Impact, Grab, Trip, Reposition, and Disarm. Your Unarmed Strikes gain the Locked properties.
Boost: Count as 1 + TT sizes larger to determine the effect of Bashing from your Unarmed Strikes.
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