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Provoker Abilities
Once the Provoker has your attention, it is almost certainly already too late. Their proficiency with being the center of attention for better or worse is entertaining to others, unless you find yourself their target.
Spell - Suppression
Target creature in 3 + TT range suffers a 2 + TT/2 penalty on non-defensive Tools rolls.
Boost: After they use an object, attack Tools with 1 + TT/3 d12 to cause them to Drop the object.
Spell - Illusion
Cause target creature in 3 + TT range to Cease Focus and after each time they use Focus or suffer Injury, attack with 1 + TT/2 d12 to cause them to Cease Focus.
Boost: At the end of each of their turns, attack with 1 + TT/3 d12 to deal 2 Blind damage.
Aspect
Gain +1 + TT/2 on Provoke rolls.
Boost: After you succeed Provoke, the creature suffers -2 on rolls against Emotional for 3 rounds.
Spell - Illusion
Deal 2 + TT/2 Emotional damage to target creature in 3 + TT range. The emotion is rage towards a subject of your choice.
Boost: For 1 round, they cannot obtain objects or Manifest Spells.
Stance
After using Guard with its regular action cost, you can use it again 1 + TT/2 times with the same source that round without any action cost.
Boost: After an attack you Guard against fails, use Diversion against the attacker.
Spell - Elemental
Move target subject in 6 + TT x 2 range up to size 2 + TT/2 up to 2 + TT spaces closer to you.
Boost: Then, use Trip with the number of spaces they move d12 as the attack roll.
Advanced Abilities
Those that practice and excel in the Provoker style gain access to these more unique abilities.
Response
Requirements: 7 Combined Tiers of Endure and Guile
1 Resolve: As you use Influence, it cannot be Ignored.
Boost: Reduce Reduction creatures have against this Influence by 1 + TT/2.
Aspect
Requirements: 9 Combined Tiers of Endure and Guile
When a creature Focal Locked on you is Ambushed, increase their defense penalty by 1 + TT/3 d12.
Boost: Creatures in Reach of you benefit from Concealment from Focus against creatures Focal Locked on you.
Response - Illusion
Requirements: 9 Combined Tiers of Endure and Guile
After target creature in 3 + TT range uses an action, Dominate them with Guile. After each time they use that action, deal 1 + TT/3 damage to their Resolve.
Boost: If a creature in their Reach would use the action, they use a Hinder Action against it if they can.
Trick
Requirements: 7 Combined Tiers of Endure and Guile
After succeeding Diversion, the creature cannot change or Cease their Focus for 1 + TT rounds.
Boost: Gain +1 + TT/2 on Diversion rolls.
Response
Requirements: 11 Combined Tiers of Endure and Guile
After a creature that is Focal Locked on you or Emotional attacks another creature, make a melee attack against them.
Boost: Roll 1d12, DL 9 - TT. On success, they cannot use reactions against this attack or its effects.
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.
Boost: While Focal Locked on you, they suffer -1d12 on attack rolls against other subjects.
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