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Scavenger Abilities
What little that is found in times of scarcity can be put to good use thanks to the Scavenger. Even more, they have a knack of finding the right resources in the worst cases compared to others.
Aspect
Gain +1 + TT/2 on Improvised Profession Gear rolls. When you attack with an improvised weapon, it does not suffer -1 on the attack roll and the weapon is not damaged.
Boost: Reduce the penalty for using the tools by 1 + TT/2. Improvised weapons gain +1 physical damage and range.
Aspect
Gain +1 + TT/2 on Survival and Cooking rolls.
Boost: When using Survival for food, count as rolling a Triumph if you roll any doubles.
Stance
After a creature in Reach is moved other than from their own actions or movement, use Steal against them.
Boost: Gain +1 + TT/3 on Steal rolls.
Spell - Elemental
Make a ranged Strike with target unattended object in 3 + TT range up to 1 + TT Bulk as an improvised weapon. Count as in the object's space to determine distance and obstructions for the attack.
Boost: The attack gains +1 + TT/3 range.
Aspect
Gain +1 + TT/2 on defense against becoming Sickened and Ingested Poisons and Survival for food rolls.
Boost: Gain 1 + TT/3 on defenses against Disease.
Advanced Abilities
Those that practice and excel in the Scavenger style gain access to these more unique abilities.
Aspect
Requirements: 9 Combined Tiers of Elude and Observe
Gain +1 + TT/2 on Navigation and Terrain Knowledge rolls.
Boost: While in an area you have exceeded Terrain knowledge about by 6, you know what meaningful locations are likely to exist in the area and can attempt to Navigate to them.
Aspect
Requirements: 9 Combined Tiers of Elude and Observe
Gain +1 + TT/3 d12 on Luck rolls to find objects.
Boost: Roll defense twice against traps that are set to protect objects and use either roll.
Aspect
Requirements: 11 Combined Tiers of Elude and Observe
Lock 1 + TT/2 of types of disease, exposure type of poisons, Precipitation, or Obstructions. Gain Immunity to Locked options.
Boost: Always know if you have been exposed to a disease or poison.
Spell - Illusion
Requirements: 7 Combined Tiers of Elude and Observe
Target Gripped object detects as you instead of you for all Scry effects.
Boost: The object also detects as everything in your gear.
Spell - Transference
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.
Spell - Infusion
Requirements: 7 Combined Tiers of Elude and Observe
Increase the DL to Track you by 1 + TT.
Boost: You do not affect Magnitude of other creatures being Tracked.
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