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Pugilist Abilities
Response
1 Resolve: As you are targeted by a melee attack, attack Poise with Guile to deal 1 + TT Clumsy damage to the attacker.
Boost: If the attack fails, heal 1 Energy.
Talent
Disarm, then Reposition the target creature in Reach.
Boost: Then cause Balance, DL increased by 1 + TT.
Talent
Count as 1 + TT sizes larger to determine your Reach.
Boost: Gain +1 Movement Pool.
Response
After succeeding a physical attack that deals Grit damage and not causing Injury, apply effects as if you caused 1 + TT Injury.
Boost: Deal 1 + TT/3 Stabbing Body damage to Grit of the target.
Stance
If you do not take a Major Action during your turn, gain +1 + TT/2 on rolls as part of Reactions for 1 round.
Boost: 1 Resolve: Gain this bonus on rolls to use actions as part of Prepare Action.
Trick - Infusion
Lock 1 + TT/2 of silver, Fire, Water, Earth, and Air. Choose a Locked option. Your Unarmed Strikes count as the Locked options when causing Injury.
Boost: 2 Resolve: Your Unarmed Strikes become Mystical Strike Type and suffer -2 damage.
Advanced Abilities
Those that practice and excel in the Pugilist style gain access to these more unique abilities.
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.
Response - Suppression
Requirements: 7 Combined Tiers of Martial and Nature
After causing Injury with an Unarmed Strike, attack with 1 + TT/2 d12 to Dispel target Spell they Manifested in 6 + TT x 2 range.
Boost: Gain a bonus on your roll to Dispel equal to 1/2 Injury.
Aspect
Requirements: 7 Combined Tiers of Martial and Nature
Lock 1 + TT of flying, climbing, Prone, Held, or Crowded. You can begin and maintain stances even during Locked options.
Boost: You can be in up to 2 + TT/2 Stances at the same time. When entering an additional stance, choose what previous stance ends.
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.
Boost: Gain +1 + TT/2 on defense against magical poisons.
Aspect
Requirements: 11 Combined Tiers of Martial and Nature
After your attack causes Injury, deal half Injury Bashing Body damage to any other Pool they have.
Boost: When dealing damage, treat Reductions the subject has as 1 + TT/3 lower.
Response
Requirements: 9 Combined Tiers of Martial and Nature
Lock 1 + TT/2 of Reposition, Trip, Disarm, or Grab. After causing Grit Injury with a weapon that has a Locked property, use that action against the Injured creature with that weapon.
Boost: On success, deal 1 + TT/2 Bashing damage to Grit of the target. Use your attack roll from the action to determine the effect of Bashing.
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