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Rising Legends: Dervish Abilities
Dervish Abilities
While others may find their movements strange, the waltz of a Dervish have been long practiced and choreographed to devastating effect.
Air Tactician
Stance
When using actions affected by Rapid Strike, you can use each limb an additional 1 + TT/2 times each round.
Boost: After using an action modified by Rapid Strike, heal 1 Minor Action.
Tactician Time Animal
Aspect
Gain +1 on defense against Hinder Attack.
Boost: Gain 1 + TT/3 Minor Action Pool.
Earth Hero Mobile
Aspect
Gain 1 + TT/2 Reduction to Substantive elements.
Boost: Gain +TT/3 on defense against Grab and Grapple.
Air Guardian Marksman
Response
As an unattended object enters your Reach, make a physical attack against it. On success, the object falls.
Boost: Roll 1d12 to then obtain the object, DL 9 - TT.
Air Tactician Trickster
Trick
When attacking with a weapon of a Usage Tier lower than your Skill Tier used to attack with it, you can change the Strike Type from Chopping to Stabbing or from Stabbing to Chopping.
Duration 3 + TT rounds
Boost: When attacking a target you Injured with an attack that changed Strike Types, attack Observe with 1 + TT/3 d12 to have your attack count as an Ambush.
Air Athlete Mobile
Trick
Your next 1 + TT/2 spaces moved do not allow reactions.
Duration 1 round
Boost: Reduce the Tiers of Encumbered you gain from Crowded Tier by 1 + TT/3.
Advanced Abilities
Those that practice and excel in the Dervish style gain access to these more unique abilities.
Mobile Shadow Space
Response
Requirements: 9 Combined Tiers of Endure and Nimble
After a physical attack succeeds against you, roll 1d12, DL 9 - TT to advance and reduce the damage by 1 + TT/3.
Boost: You can use this after any attack succeeds against you.
Earth Tactician
Response
Requirements: 7 Combined Tiers of Endure and Nimble
1 Resolve: As you make a melee weapon attack, the attack gains +1 + TT/2 damage.
Boost: After causing Injury with the attack, attack Endure with Injury d12 to deal 1 + TT/3 Slowed damage.
Mobile Tactician Animal
Response
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.
Hero Mobile Space Animal
Response
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.
Chaos Scout Shadow
Response
Requirements: 7 Combined Tiers of Endure and Nimble
When an attack would succeed against your Elude defense while you are in a Stance, end all Stances you are in and the attacker rerolls.
Boost: Lock 1 + TT Skills. You can use this after attacks against Locked Skills.
Athlete Mobile Water
Aspect
Requirements: 7 Combined Tiers of Endure and Nimble
Gain 1 + TT Surge Pool. You can use Surge to pay Minor Action costs. For each time you have benefited from this in the round, you must pay an additional Surge. As a Major Action, you can pay 1 Energy to heal 1 Surge.
Boost: Gain +1d12 on any roll as part of the action used.



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