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Harmonizer Abilities
Aspect
Gain +1 + TT on Break Illusion and Identify Behavior rolls.
Boost: Gain +1 + TT/2 on defense against Domination and Unseen elements effects.
Aspect
As you would pay Resolve to use Influence, roll 1d12 to reduce the cost by 1, DL 9 - TT.
Boost: On success, gain +1 on the Influence roll if all other participants are using Guile or Zeal.
Response
1 Resolve: After you fail defense against Trauma, reduce the damage it deals by 1 + TT/3. If you suffer Injury from the Trauma, attack Nature with Injury d12 to deal 1 + TT/2 Stabbing Necrotic damage to Grit in a Burst 1.
Boost: Heal Grit equal to the damage reduced.
Aspect
Gain +1 + TT/2 on Endure Knowledge rolls.
Boost: If you exceed the Knowledge DL of a terrain by 6, you can use a Major Action to allow a creature to treat temperature as 10 degrees closer to comfortable, Humidity as 1 Tier closer to 0, and Poor Breathability as 1 Tier lower while in the terrain.
Spell - Infusion
Target other creature in 3 + TT range can give commands as if they are you.
Boost: You can communicate with each other using Telepathy.
Spell - Infusion
Another target creature in Reach heals 1 + TT/3 Grit after each minute. Increase duration by the amount you exceed the DL to Manifest.
Boost: They gain +1 + TT/2 on Overexertion rolls.
Advanced Abilities
Those that practice and excel in the Harmonizer style gain access to these more unique abilities.
Spell - Elemental
Requirements: 9 Combined Tiers of Endure and Poise
After a creature in an Aura 3 + TT makes a physical attack, deal 1 + TT/3 Mystical Necrotic damage to them.
Boost: After a creature suffers Injury from this, deal 2 Trauma damage to them.
Response
Requirements: 7 Combined Tiers of Endure and Poise
1 Resolve: As a physical attack targets you, gain +1 + TT/2 d12 on your defense roll.
Boost: After the attack, advance.
Aspect
Requirements: 11 Combined Tiers of Endure and Poise
Gain 1 + TT Flowing Reduction.
Boost: Gain 1 + TT/2 Living Element and Mystical Reduction.
Spell - Suppression
Requirements: 9 Combined Tiers of Endure and Poise
Time only passes for you, your gear, and the air you contact. You cannot use actions.
Boost: Include 1 + TT/2 creatures in Reach.
Spell - Transference
Requirements: 7 Combined Tiers of Endure and Poise
Teleport up to 1 mile. Bring up to TT target creatures in Reach. You must have a clear image in your mind of your destination or this fails. If the destination is not visually unique from other locations in range, you can end up in the wrong location.
Boost: Instead of an image in your mind, choose a direction and distance.
Aspect
Requirements: 7 Combined Tiers of Endure and Poise
Treat Dazzled and Emotional as 1 + TT/2 Tiers lower to determine their effect.
Boost: Gain +1 + TT/3 defense against Living Elements effects.
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