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Disrupter Abilities
Disruptors are attuned to the weave of magic around them, however, their talents are, well, disruptive. Early skills teach direct ways of harming an individual by causing schisms in their time and spirit. Other gifts in the study include the ability to shatter an individual's soul or how to rapidly mutate another creature's body. Disruptors are a highly watched people as their talents may be of legitimate use, but the stereotype that lingers around them says otherwise. Talent
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.
Response
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.
Spell - Suppression
Deal 3 + TT Deaf damage to target creature in 3 + TT range.
Boost: Cause Balance, DL increased by their Deaf Tier.
Spell - Transference
Deal 3 + TT/2 Mystical damage to Energy of target creature in Reach.
Boost: Heal Energy equal to half Injury.
Spell - Transference
Deal 4 + TT/2 Mystical Umbral damage to Grit of target creature in 6 + TT x 2 range.
Boost: Deal 1 + TT/3 Mystical damage to Energy.
Spell - Mutation
Deal 4 + TT/2 Mystical Time damage to Grit of target creature in 6 + TT x 2 range.
Boost: Deal 2 + TT/2 Slow damage.
Advanced Abilities
Those that practice and excel in the Disrupter style gain access to these more unique abilities.
Spell - Suppression
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 - Transference
Requirements: 11 Combined Tiers of Guile and Nature
Target creature or corpse in Reach becomes Soulbroken.
Boost: Deal 2 + TT/2 Mystical damage to Energy and Resolve.
Spell - Elemental
Requirements: 7 Combined Tiers of Guile and Nature
Deal 2 + TT/2 Mystical Space damage to Grit and Weakened damage to target creature in 3 + TT range.
Boost: If you cause Injury, deal 1/2 Injury Mystical damage to Resolve.
Spell - Infusion
Requirements: 7 Combined Tiers of Guile and Nature
Choose an Element. Target subject in 1 + TT range loses any Reduction to that Element.
Boost: If they lose any Reduction from an Element, they gain Vulnerable to that Element.
Spell - Suppression
Requirements: 9 Combined Tiers of Guile and Nature
Target creature in 3 + TT range is removed from existence. When they return, they appear in the nearest space to where they started that they can occupy.
Boost: Ongoing effects on them continue to advance in duration.
Spell - Mutation
Requirements: 7 Combined Tiers of Guile and Nature
Target creature in 3 + TT range mutates at the start of each of their turns. Each mutation deals 3 Body damage to Grit.
Boost: After Injury, roll for a body part. The part cannot be used for 1 + TT/3 rounds.
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