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Searching Mind
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.
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.
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.
Aspect
Requirements: Insectfused
Gain Telepathy with 10 + TT x 10 range.
Boost: You can send an image or emotion as part of your words.
Aspect
Requirements: Elf
Gain a sense Illsense. This sense has -1 range and DL 3. It can sense poisons and diseases as having Magnitude equal to 1 + 1/2 their rarity. If you exceed the DL by 3, know the effect method for poisons and which of the mind, body, or spirit it affects for diseases. Exceeding the DL by 6 knows how many more attacks have succeeded than failed. Exceeding the DL by 9 identifies how many attacks are remaining for poisons and if the infected is contagious for diseases.
Boost: Gain +1 + TT on rolls with Illsense.
Spell - Transference (Mentalist style)
Target Mindless creature in 3 + TT range follows your commands as if Bonded to you.
Boost: The creature uses your Wit Skill Tiers for defense in place of its own.
Aspect (Advocate style)
Gain +1 + TT/3 on defense against Despair and Mind effects.
Boost: Gain 1 + TT Resolve Reduction against abilities.
Aspect (Mentalist style)
Gain +1 + TT/2 on rolls to resist Emotional. You may Manifest spells that have Despair, Mind or Leader Affinity without using a limb while Focal Locked on yourself. After succeeding a spell like this, you may use Demoralize or Soothe targeting an affected creature as a minor action.
Boost: Reduce the Skill Tier requirement of abilities that have Despair, Mind or Leader Affinity by 1.
Form
Requirements: Root Shifter
Grow 1 size. Gain +1 on rolls to reduce Emotional afflicting you and defense against Body and Mind effects.
Forever merged with another Shifter whose mind has drifted away. Aspect
Requirements: Mind Affinity
You can have an additional 1 + TT Focal Subjects and Focal Points.
Not multitasking leaves you bored. Spell - Suppression (Mentalist style)
Requirements: 9 Combined Tiers of Guile and Magic
Cause target creature in Reach to forget all events of the last 1 + TT rounds.
Boost: Deal 1 + TT Dazzled and Unaware damage.
Spell - Infusion (Oracle style)
Gain +1 + TT/2 on defense against Domination.
Boost: When you are Ambushed, count as in Conflict.
Spell - Mutation (Mentalist style)
Requirements: 7 Combined Tiers of Guile and Magic
Remove Mindless from target creature in Reach.
Boost: They regain their memories from the last body they were in.
Spell - Illusion (Trapsmith style)
Requirements: 7 Combined Tiers of Elude and Tools
Choose a trap. Attack Observe of creatures that examine target object in Reach to think the object has the chosen trap on it.
Boost: If creatures take actions that would trigger the trap, deal 4 + TT/2 Mystical Mind damage to their Grit.
Spell - Suppression (Warder style)
Lock 1 + TT/2 of ancient, magical, animal, fae, natural, aberration, Mindless. Choose a Locked type. The first time each round each creature of the Locked type in an Aura 3 + TT would move towards you, attack Nature with 1 + TT/3 d12 to cause them to not move closer to you for 1 minute.
Boost: After this causes a creature to stop moving, deal 3 Space damage to them.
Talent
Requirements: Shifter
Choose Air, Earth, Fire, or Water. Gain 1 + TT Reduction against the chosen Element.
Boost: Req: Trained 4 Times - You may also choose from Mind, Body, Radiant, and Necrotic.
Augment - Empower
6 Energy: Augment an ability that causes an undead creature. Roll 1 + Intensity d12 to have the soul that last occupied the body return to the body, allowing them to retain their memories and Skill Tiers from it and not be Mindless, if it is not currently in a body, DL 9.
Spell - Transference (Harmonizer style)
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.
Spell - Transference (Scavenger style)
Requirements: 7 Combined Tiers of Elude and Observe
Teleport target Gripped object and its contents up 1 + TT x 2 miles. It appears on the closest surface. You must have a clear image in your mind of your destination or this fails.
Boost: You do not need an image of your destination. Instead, you can choose a direction and distance.
Form
Requirements: Root Mammalfused
Shrink 1 size. Gain +1 on Knowledge and Priority rolls.
The mastermind archetype has animal influencers that are known for their cunning, like foxes. Aspect (Harmonizer style)
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.
Aspect (Monster style)
Requirements: Vampire
Reduce your DL to Manifest Necrotic, Mind, and Gravity abilities by 1 + TT/2.
Boost: Lock 1 + TT/3 of: Necrotic, Mind or Gravity affinity. Gain the Locked Affinities.
Aspect (Stalker style)
Gain +1 + TT on Creature Knowledge rolls.
Boost: If you succeed Knowledge to know how a Beast or Mindless creature normally attacks, gain +1 on defense against it.
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