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Rising Legends: Searching Ale
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NecroticCurativeDecay
Talent
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.
Duration 3 + TT roundsDefense Nature
Boost: After you cause Grit Injury, heal 1 Grit.
AirChaos
Talent
Increase the DL for target creature in Reach to make a Strike by 3 + TT/2.
Duration 1 roundDefense Endure
Boost: Increase the DL to Manifest or Overpower by 1 + TT.
TacticianSpaceMobile
Talent
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.
HeroMindOrder
Talent
Requirements: Angel
Creatures in an Aura 1 + TT gain +1 on defenses.
Duration 1 + TT/3 rounds
Boost: Req: Trained 2 Times - If a creature Fumbles a defense, end this effect and they reroll.
LeaderUmbralHope
Talent
Requirements: Angel
The next time target creature in Reach rolls any face value 1, they can reroll all face value 1 and end this effect.
Duration 1 + TT minutes
Boost: They may use this effect after rolling any face value 2 + TT/2 or less and also affect those dice.
DespairDecay
Talent
Requirements: Angel
Creatures in a Burst 1 + TT lose all Elemental Reduction.
Duration 3 + TT roundsDefense Nature
Boost: Req: Trained 4 Times - Immunities that would apply to damage instead count as 3 Reduction.
TinkerBodyImagination
Talent
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.
Duration 1 + TT hours
Boost: The Aspect has 1 + TT/2 Trained Tier.
LeaderMindHope
Talent
Requirements: Root Human
Creatures in an Aura 6 that consider you an Ally gain 2 Resolve Reduction.
Duration 1 Hour
Occasionally, one comes along whom others will follow through fire and back. Humans happen to birth more of these leaders than most.
GuardianEarthConstruction
Talent
Requirements: 9 Combined Tiers of Athletics and Tools
Target body part on Reach does not cause any penalty from Wounded.
Duration 1 + TT hours
Boost: The creature gains +1 + TT on rolls to reduce the Wound.
HeroBodyMobile
Talent
Requirements: 7 Combined Tiers of Martial and Tools
Gain +1 + TT/3 Movement Pool and on Charisma defenses.
Duration 6 + TT x 2 rounds
Boost: Reduce Manifest DL by 1 + TT/2.
HeroUmbralSpiritual
Talent
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.
NaturalistBodyChaos
Talent
Consume a Gripped Poison. Gain Immunity to the poison and any Ailments the poison could cause.
Duration 3 + TT minutes
Boost: When using Impede, you can instead cause an Ailment this grants you Immunity to.
HeroMindOrder
Talent
Requirements: Dwarf
Gain +1 physical damage. At the end of your turn, use 1 Energy.
Duration 3 + TT rounds
Boost: Req: Trained 2 Times - After you suffer Grit Injury, gain +1 damage for 1 round.
MindChaos
Talent
Requirements: Demon
Attack in a Burst 3 + TT to deal 2 + TT/3 Emotional damage. The emotion is rage with no specific subject.
Defense Nature
Boost: For 1 round, also cause -1 on rolls to reduce Ailments and Conditions.
TricksterSpace
Talent
Requirements: Demon
Become invisible, then Warp to target space in 6 + TT x 2 range.
Duration 1 round
Boost: Double the Bulk you can carry with this Warp.
AthleteBodySenses Potion
Spell - Illusion
Know if there is a Talent that you did not Manifest ongoing or being Manifested in an Aura 6 + TT x 2.
Duration 1 hour
Boost: While Focal Locked on a space in the area for 1 minute or more, see a dim red glow in the space if it contains these effects. You can identify the effects as if you could see them being Manifested.
MarksmanDespair
Response
Requirements: 7 Combined Tiers of Nimble and Zeal
After triggering Devastating with a melee weapon, lodge the weapon in the subject. While lodged, the weapon deals 1 + TT/2 Continuing Body Damage to Grit of the target.
Boost: Deal 2 Trauma damage.
Dig
AthleteEarthMobile
Talent
Requirements: 7 Combined Tiers of Athletics and Nature
You can dig in normal ground to displace up to 10 Bulk as a Major Action.
Duration 6 + TT x 2 minutes
Boost: Gain Burrow as a Secondary Movement Type.
NaturalistMindOrder
Talent
Attack target creature in Reach with Poise to cause Tier 2 + TT/2 Unaware and cause them to Cease Focus.
Defense Endure
Boost: Reduce their Emotional Tiers by 1 + TT/2.
RadiantDecay
Talent
Deal 3 + TT/2 Dazzled damage to target creature in Reach.
Defense Endure
Boost: Deal 1 + TT/3 Mystical damage to Energy.
Body
Talent
Requirements: Root Dragon
Lock 1 Element. Launch a ranged Strike from your mouth with 6 range to deal 6 Bashing damage of the Locked Element to Grit. Reduce any DL increase to this from Augments by 6.
The iconic ability of legend only comes naturally to a certain breed of Dragon.
Body
Aspect
Requirements: Root Dragon
Gain 1 Physical Reduction, Immunity to your Dragon Element, and Vulnerable to the Element opposing your Dragon Element. Reduce your DL to Manifest abilities of your Dragon Element by 2.
Larger scales of deeper color adorn these Dragons, they are particularly tough and strong with their element at the cost of being vulnerable to their elemental counterpart.
NaturalistFireEnvironmental
Talent
Requirements: 6 Fire Abilities or Reduce DL to Manifest Fire Abilities by 2
Extinguish all Fire and Burning in a Burst 1 + TT. Gain +1 on attack rolls for a number of rounds equal to the spaces that had Fire and subjects that had Burning.
Boost: Gain Immune to Fire.
Curative
Talent
Requirements: Materia
If damage of your Fused Element would be dealt to you, instead heal half that much Grit.
Duration 3 + TT rounds
Boost: Req: Trained 4 Times - Instead, heal equal to the damage.
Marksman
Talent
Requirements: Materia
Make a ranged Strike with 3 + TT range, Accurate, and Devastating to deal 4 + TT/2 Bashing damage of your Fused Element to Grit.
Boost: Req: Trained 2 Times - 1 Grit: The damage becomes Flowing.
Umbral
Talent
Requirements: Materia
Objects you Grip and wear gain all Elemental Immunities and Reductions you have.
Duration 1 + TT minutes
Boost: If you do not have a Fused Element, Lock Air, Earth, Fire or Water. Count as having the Locked Element Locked by Fused Element.
ArcanistUmbralSpiritual
Aspect
When you Manifest a Spell or Talent, you can increase the action time up to 1 + TT/2 minutes. Increase the Trained Tier of the ability by the number of minutes.
Boost: Instead, reduce the total Energy cost of added Augments by the number of minutes.
LeaderMindHope
Talent
Lock 1 + TT Skills. When you use Aid with a Locked Skill, including through another ability, you may use it with 1 + TT range and have it count as a Perform roll instead of its normal type.
Duration 3 + TT rounds
Boost: If the action Aided would Fumble, this ends and they reroll.
ArcanistUmbral
Aspect
Choose 1 Spell or Talent when you learn this. Gain 6 Endless Pool. You can heal 1 Endless as a Trick. As you Manifest the chosen ability while your Endless Pool is full, you can use all Endless to reduce the Energy cost by 1.
Boost: Reduce your face value needed for healing Endless by 1 + TT/2. If you exceed the face value needed by 1 least 6, restore 1 additonal Endless.
Talent
Requirements: Dragon
Lock 1 Element. If damage of the Locked Element would be dealt to you, instead heal half that much Energy.
Duration 3 + TT rounds
Boost: Req: Trained 4 Times - Instead, heal equal to the damage.
Environmental
Talent
Requirements: Dragon
Lock 1 Element. Deal 1 + TT/3 Stabbing damage of the Locked Element to Grit in an Aura 1 + TT on the Soulweaver's turn. Shed light with Tier equal to the damage.
Duration 3 + TT rounds
Boost: Req: Trained 2 Times - After a creature suffers Injury from this, deal 2 Dazzled damage to them.
Talent
Requirements: 11 Combined Tiers of Athletics and Zeal
Gain 1 + TT/2 Reduction against everything. Grit Injury you suffer uses Resolve instead.
Duration 1 + TT/2 rounds
Boost: For each Tier of Ailment you would gain, instead use 1 Resolve.
MarksmanGravity
Talent
Gain +1 damage and +1 + TT range with thrown weapon attacks.
Duration 6 + TT x 2 rounds
Boost: After succeeding a thrown weapon attack, the weapon moves to your space.
AthleteBody Animal
Talent
Gain +1 + TT/2 damage with Unarmed Strikes.
Duration 6 + TT x 2 rounds
Boost: Choose Bashing, Chopping, or Stabbing. Your Unarmed Strikes gains the chosen Strike Type.
ArcanistUmbralImagination
Augment - Control
2 Resolve: Augment a Talent. It becomes a Spell - Infusion with Area Subject and 0 range.
UmbralHopeSpiritual
Talent
Requirements: 7 Combined Tiers of Tools and Zeal
Gain 1 + TT/2 Mystical Reduction.
Duration 1 + TT rounds
Boost: Any healing roll affecting you may be rerolled once.
Despair
Talent
Requirements: Shade
Attack in a Burst 1 + TT to deal 1 + TT/2 Emotional damage. The emotion is fear of you.
Defense Poise
Boost: Req: Trained 4 Times - On success, also cause Tier 1 Encumbered until they are no longer afraid.
TricksterMindImagination
Talent
Toss or pretend to Toss 1 + TT/2 Gripped objects. Attack to cause creatures in spaces you Toss the objects into to use reactions to Catch the objects if they can.
Defense Guile
Boost: If they do not have a limb to Catch with, they Drop objects until they can Catch if possible.
AthleteBody
Talent
Requirements: 7 Combined Tiers of Endure and Nature
Prevent the next 1 + TT times you would roll for Overexertion.
Duration 1 + TT hours
Boost: Treat Poor Breathability as 1 + TT Tiers lower.
HeroBodyOrder
Talent
Requirements: 11 Combined Tiers of Athletics and Endure
Reduce Injury you would suffer by 1 + TT/3.
Duration 3 + TT rounds
Boost: Reduce Tiers of Ailments and Wounded you would suffer by 1.
NaturalistAir Potion
Spell - Elemental
Requirements: 7 Combined Tiers of Zeal and Nature
Treat Poor Breathability as 1 + TT Tiers lower.
Duration 12 + TT x 3 minutes
Boost: Gain Immunity to Inhaled poison.
HeroBodyOrder
Talent
Requirements: 9 Combined Tiers of Martial and Tools
Gain +1 Major Action Pool and damage during your next turn.
Boost: Gain +1 + TT/3 Minor Action Pool during your next turn.
TricksterBodyOrder
Augment - Control
1 Resolve: Augment a Spell. Manifest it without a limb.
Boost: 1 Resolve: If the Spell attacks, it becomes a Talent and the attack becomes a Ranged Strike launched from your mouth.
HeroWaterCurative
Aspect
After you roll a 12 in a healing roll, Soothe the creature healed with +1 + TT.
Boost: If you Triumph the roll to use an ability that heals, gain +1 healing.
NaturalistBodyDecay
Talent
Requirements: 7 Combined Tiers of Magic and Nature
Choose 1 + TT/3 Diseases afflicting you. Target creature in Reach becomes Exposed to the chosen diseases.
Boost: Reduce the Incubation period of each disease by half 1 + TT times.
HeroChaos
Talent
Requirements: 9 Combined Tiers of Martial and Magic
Lock 1 + TT Elements. Choose a locked Element. Your weapons gain the chosen Element and increase damage it deals with a Strike Type by 1 + TT/3.
Duration 3 + TT rounds
Boost: Make a weapon attack.
NaturalistBodyDespair
Talent
Requirements: 7 Combined Tiers of Athletics and Magic
1 Grit: Attack target creature in Reach suffering from Trauma to expose them to Bad Blood Infusion.
Defense Elude
Boost: The Disease gains +1 + TT/2 d12 on its attack roll.
ArcanistUmbral
Talent
Requirements: 7 Combined Tiers of Tools and Poise
Either place or extract up to 1 + TT/2 Inlays from your gear. You can stash or obtain Inlays in and from your gear as part of this Manifestation.
Boost: You can place and remove inlays with the same Manifestation.
HeroBody
Talent
Requirements: Flora
Grow 1 size. When this effect ends, gain Tier 1 Starving that can be removed by consuming 3 Bulk of food.
Duration 6 + TT x 2 minutes
Boost: Your limbs and distals gain Impact and Bashing.
HeroUmbralImagination
Augment - Control
1 Resolve: Augment a Spell. It becomes a Talent with Area Yourself.
HeroCurativeMobile
Talent
Requirements: 7 Combined Tiers of Endure and Martial
Lock 1 + TT/2 Ailments. Remove the Locked Ailments from yourself.
Boost: Heal 1 + TT Movement.
TricksterBodyDespair
Talent
Deal 6 + TT/3 Bashing Body damage to Grit to target creature in Reach.
Defense Endure
Boost: Attack with Injury d12 to deal 3 + TT Muted damage.
AthleteMindSpiritual
Aspect
Gain 1 + TT Ki Pool. You can use Ki to pay Energy and Resolve costs of Talents. You can replace the benefit of a Recovery with restore 2 Ki.
Boost: When you pay Ki, reduce your DL to Manifest the ability by 1. You can pay 3 Ki as a Major action to gain Recovery.
HeroTacticianSenses
Talent
Your attacks gain Accurate and Devastating. When you Attack Blind, the Soulweaver rolls an additional 1 + TT/2 d12.
Duration 6 + TT x 2 rounds
Boost: Increase your range of face values that trigger Devastating by 1 + TT/3.
AthleteBody Animal
Talent
Reduce Bulk Limit of target creature in Reach by 4 + TT x 4.
Duration 1 + TT hoursDefense Endure
Boost: Increase Movement costs other than for moving by 1.
GuardianUmbralChaos
Talent
If target creature in Reach would fail a Skill roll, they reroll unless the roll has already been rerolled.
Duration 1 + TT/3 rounds
Boost: As this would end without causing any rerolls, roll 1 + TT/2 d12 to increase duration by 1, DL 12.
Body
Talent
Requirements: Lycanthrope Control
Change forms during moonlight. After 1 + TT minutes, roll Endure to maintain the effect, DL 6 + 1 for each prior time you have made this roll. On failure, pay 2 Energy.
Boost: Req: Trained 6 Times - Can be used at any time.
Body
Talent
Requirements: Shifter
Target Shifter in Reach of your unshifted size may immediately merge into you, preventing them from being or using actions that use body parts, movement, or speech. This ends if the target changes size or Species. This makes your unshifted size 1 larger. You may have up to 1 + TT instances of this active at once.
Duration Until unconsciousDefense Endure
Boost: You can use Telepathy to creatures merged into you or in contact with you.
ArcanistAthleteImagination
Talent
Requirements: 9 Combined Tiers of Nimble and Nature
Choose an ability you saw a creature use since the end of your last turn and identified. You can use that ability as if you know it for 1 minute. You do not benefit from any Boost, Training, or Augment they had.
Boost: If the ability you see is Boosted or Trained, gain that benefit, except the Training cannot exceed TT.
TricksterUmbralChaos
Talent
Requirements: 9 Combined Tiers of Elude and Poise
Cause target creature in Reach to reroll each Skill roll they succeed unless it has already been rerolled.
Duration 1 + TT roundsDefense Zeal
Boost: Cause a 1d12 penalty on Skill rolls.
HeroRadiantSpiritual
Talent
Prevent the next 2 + TT x 2 Grit Injury you would suffer.
Duration 1 round
Boost: As this would end, if it has not prevented any Injury, you can increase its duration by 1 round as a reaction.
BodyMobile
Talent
Requirements: Shifter
Gain +1 + TT/3 Movement Pool and on Mobility rolls.
Duration Until unconscious
Boost: Choose Bashing, Chopping, or Stabbing. Gain 1 + TT Reduction to the chosen Strike Type.
AthleteEarthDespair
Talent
Disarm, then Reposition the target creature in Reach.
Boost: Then cause Balance, DL increased by 1 + TT.
TacticianSpaceMobile
Talent
Count as 1 + TT sizes larger to determine your Reach.
Duration 6 + TT x 2 rounds
Boost: Gain +1 Movement Pool.
MarksmanDespair
Talent
For each 12 in your damage roll, reduce Reduction the subject has against the damage by 1.
Duration 6 + TT x 2 rounds
Boost: After all dice in your damage roll cause Injury, deal 2 + TT Trauma damage to the subject.
HeroUmbralSpiritual
Talent
Requirements: 11 Combined Tiers of Tools and Zeal
Make a physical attack. It ignores all Immunities and Reductions other than from armor.
Boost: Reduce any penalty to your damage by 1 + TT/2.
Body
Talent
Requirements: Shifter
Choose up to 1 + TT of your limbs. They each gain a distal of your choice.
Duration Until unconscious
Boost: Choose up to 1 + TT limbs. Gain the chosen limbs. They may be affected by the effect of this ability.
GuardianRadiantHope
Talent
As another creature in 1 + TT range would pay a Minor Action, you can pay the action cost.
Duration 3 + TT rounds
Boost: Grant +1d12 on any rolls as part of the action.
ShadowBodyMobile
Talent
Requirements: Shade
Phase.
Duration 3 + TT rounds
Boost: You can use a Trick to stop or resume Phasing.
NaturalistEarthDecay
Talent
Requirements: 9 Combined Tiers of Martial and Nature
Lock 1 + TT Poisons of Craft Tier 1 + TT or Lower. After succeeding an Unarmed Strike, the creature is exposed to a Locked Poison.
Duration 3 + TT rounds
Boost: Gain +1 + TT/2 on defense against magical poisons.
TacticianMindOrder
Talent
Requirements: Human
Choose an ability. The next time you use it, reduce any DL to Manifest it and of its effect by 1 + TT.
Duration 3 + TT hours
Boost: Req: Trained 4 Times - The next time you use it, it gains +1 damage, Area Value, and duration.
HeroAirEnvironmental
Aspect
Gain 1 + TT/2 on defense against Entropic elements effects.
Boost: Gain +TT on defense against Inhaled Poisons.
ArcanistTimeDecay
Talent
Effects on you trigger and advance duration as if you just took 1 + TT/2 turns.
Boost: Do not affect your own abilities.
Umbral
Trick - Infusion
Requirements: Elf or Materia
1 Resolve: Roll 1d12 to use Manifest with a Spell, DL 9 - TT.
Boost: Use Manifest with a Talent instead.
RadiantCurativeSpiritual
Talent
Target subject in Reach gains the Susceptible ability and heals 3 + TT/2 Grit.
Duration 1 minuteDefense Nature
Boost: After targeting another creature, heal yourself 2 + TT/3 Grit.
LeaderMindHope
Talent
Requirements: 9 Combined Tiers of Tools and Poise
5 words: Allies that can hear you in an Aura 3 + TT gain +1 + TT/3 Movement Pool and on defense against effects that cause Emotional, Unaware, Stiff, or Weak.
Duration 1 + TT/2 rounds
Boost: Grant +1 on physical attack rolls and physical damage.
HeroUmbralSpiritual
Talent
Rapid Strike allows you to use Manifest for Talents as a Minor Action. The Manifest roll suffers any penalty Rapid Strike causes on your attack roll.
Duration 3 + TT rounds
Boost: Also applies to Manifest for Spells.
TricksterFireDecay
Talent
Requirements: 7 Combined Tiers of Endure and Guile
2 words: Target creature in 3 + TT range suffers a penalty on attack rolls against you equal to their Emotional Tier.
Duration 3 + TT roundsDefense Poise
Boost: While Focal Locked on you, they suffer -1d12 on attack rolls against other subjects.
HeroBody Animal
Talent
Requirements: 7 Combined Tiers of Endure and Martial
Gain 1 + TT/3 Physical Reduction.
Duration 3 + TT rounds
Boost: Gain TT/2 Element Reduction.
GuardianBody
Talent
Requirements: Shifter
Choose Air, Earth, Fire, or Water. Gain 1 + TT Reduction against the chosen Element.
Duration Until unconscious
Boost: Req: Trained 4 Times - You may also choose from Mind, Body, Radiant, and Necrotic.
MarksmanTricksterChaos
Talent
Requirements: 7 Combined Tiers of Martial and Nimble
When you make a physical ranged or thrown weapon attack, you can bounce the attack off an object or structure allowing the weapon to make up to 1 + TT/2 30 degree turns on its path.
Duration 3 + TT rounds
Boost: If you bounce off an N5 Bulk or less unattended object, the object connects to the weapon and moves with it.
LeaderMindOrder
Talent
Requirements: 9 Combined Tiers of Nimble and Poise
Attack with Zeal to cause creatures in a Burst 3 + TT to not be able to Ignore you in Social Encounters.
Duration 3 + TT minutesDefense Zeal
Boost: Treat your Reward Tier in Social Conflict as 1 + TT/3 higher.
HeroMindDespair
Talent
Deal 2 + TT Emotional damage to creatures who can hear this Tier 6 sound in a Burst 3 + TT. The emotion is fear of you.
Defense Poise
Boost: Creatures who become Frightened become Focal Locked on you.
AthleteMindOrder
Trick
Requirements: 7 Combined Tiers of Athletics and Nimble
Count as Focal Locked on yourself and your gear. Reduce your DL to Manifest Talents by 1 + TT.
Duration 1 + TT rounds
Boost: After you roll any 12s in a damage roll, heal 1 Grit.
CurativeHopeSpiritual
Talent
Requirements: 7 Combined Tiers of Magic and Observe
Gain +1 on Skill rolls.
Duration 3 + TT rounds
Boost: At the end of your next turn, heal 2 + TT/2 Grit. You can Cease this as a reaction to your Skill roll to reroll it.
BodySenses
Talent
Requirements: Shifter
Gain +1 + TT/3 on Awareness rolls.
Duration Until unconscious
Boost: Req: Trained 2 Times - Choose 1 Enhanced Sense. Gain the chosen sense.
TacticianBody
Talent
Use Impede. It gains +1 + TT damage.
Boost: The Ailment cannot be affected by Soothe for 1 + TT/2 rounds.
SpaceSensesSpiritual
Talent
Requirements: Root Cyclops
Become unable to see. Gain Displacement as a Primary Sense and +12 on Awareness rolls with Displacement.
Duration 1 minute
Mastery of the mind eye takes dedication.
TacticianTimeOrder
Talent
Requirements: 7 Combined Tiers of Martial and Guile
Gain 3 + TT/2 Minor Action Pool.
Duration 1 round
Boost: 1 + TT/3 times during this effect, you can use any Minor Action as a reaction to any action.
MarksmanAirImagination
Talent
Your melee attacks gain Extend 1 + TT/2.
Duration 6 + TT x 2 rounds
Boost: Deal 1 + TT/3 Flowing Air damage to targets Injured by your melee attacks.
HeroRadiantSpiritual
Talent
Requirements: 7 Combined Tiers of Martial and Zeal
After causing Injury to an undead creature, attack Endure with Injury d12 to deal 2 + TT Mystical Radiant damage to Grit to it.
Duration 3 + TT rounds
Boost: After causing Injury with this effect, deal Injury Burning damage.
ArcanistUmbralImagination
Talent
Requirements: 7 Combined Tiers of Nimble and Magic
Roll Abilities Knowledge to recall a Spell. If you exceed the DL by 3, you can Manifest that Spell as if you know it until you Manifest this ability again.
Duration 1 + TT hours
Boost: The Spell has 1 + TT/2 Trained Tier.
NaturalistBodyMobile
Talent
Requirements: 9 Combined Tiers of Endure and Martial
Gain +1 on Mobility rolls and Endure defense.
Duration 1 + TT hours
Boost: Gain a Recovery.
ArcanistUmbralDecay
Talent
Requirements: 7 Combined Tiers of Elude and Poise
Dispel target Gripped magical object. It remains inert for an additional 1 + TT minutes.
Defense Dispel Defense
Boost: You can target Spells on Held creatures.
HeroBodyEnvironmental
Talent
Requirements: 11 Combined Tiers of Endure and Nature
Ignore Environmental Factors, Precipitation, and Obscurement.
Duration 1 + TT hours
Boost: Wind does not Reposition you and ignore effects of Liquid.
HeroMindDespair
Talent
Use Demoralize against creatures in a Burst 3 + TT.
Boost: Gain +1 + TT/2 on the roll.
BodyConstruction
Talent
Requirements: Root Shifter
Form the shape of a single contiguous object in your Grip with up to 3 Bulk. It is part of your body and made of bone. You can use the object as normal, though it cannot leave your Grip. If the object is technology or magical, do not gain its function.
Duration Until unconscious
A good craftsman always has the right tool for the job.
MindUmbral
Talent
Requirements: Vampire Bloodline
Creatures in your bloodline are made aware of your location and that you wish them to come to you.
Boost: Speak 1 + TT words that each creature in your bloodline hears.
ScoutBody
Talent
Requirements: Vampire
Shapeshift into a bat or grow wings. This works as a magical mutation effect.
Boost: While shapeshifted, gain Dire Beast, except do not become Emotional.
HeroBodyOrder
Talent
Requirements: 7 Combined Tiers of Athletics and Endure
Choose Stabbing, Bashing, or Chopping. Gain 1 + TT Reduction against the chosen Strike Type.
Duration 3 + TT rounds
Boost: You can choose Flowing or Mystical.
HeroSpaceSpiritual
Talent
Requirements: 7 Combined Tiers of Tools and Poise
When you make a melee attack, attack in a Burst 1 + TT/3 instead of choosing a target.
Duration 3 + TT rounds
Boost: Choose 1 + TT targets. Do not attack them with this effect.
TacticianTimeSpiritual
Talent
Requirements: Demon
You and Allies in a Burst 3 + TT gain +2 + TT/3 on their next damage roll.
Duration 1 minuteDefense Endure
Boost: Instead, Allies can use a reaction to this to use Melee or Ranged Strike.
HeroHope
Talent
Requirements: Angel
You and Allies Burst 3 + TT gain +2 + TT/3 on the next Skill roll to use an action.
Duration 1 minuteDefense Endure
Boost: You can instead have this affect the next damage roll.
TinkerEarthDecay
Talent
Gain +1 + TT damage against objects.
Duration 6 + TT x 2 rounds
Boost: Treat Durability of objects as 1 lower when damaging them.



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