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Sensitive Abilities
A Sensetive's mind and body are but instruments used to better filter the stimulus of the world around them. Young Sensetives can express keen hearing or sight, perhaps a natural proclivity for finding who or what is hidden. But as they age their skills become preternatural, picking up on the barely their thrum of telepathic communication, or learning to speak with plants and the dead to better learn their surroundings. Whether they are trackers or guards, Sensetives are an indispensable part of any society.
Spell - Infusion
Choose 1 + TT/3 senses. Target creature in 3 + TT range gains +1 + TT on rolls with the chosen sense.
Boost: The creature may use a Minor Action to replace one of their Primary senses as Primary with a chosen sense or end this replacement.
Aspect
Lock 1 + TT/6 senses. Gain +1 + TT/2 on rolls with the Locked senses.
Boost: Gain +1 + TT/3 range with the Locked senses.
Spell - Infusion
Choose 1 + TT flavors or smell. For each chosen option, choose a different flavor or smell. Each time target creature in 3 + TT range senses one of the first chosen options, the sensation is replaced with the second chosen option.
Boost: Cause a 1 + TT/2 penalty on Knowledge rolls.
Stance
Your attacks ignore 1 + TT/2 Tiers of Concealment.
Boost: Reduce the penalty for increased range by TT/6.
Aspect
Gain +1 + TT/2 on Awareness rolls against traps.
Boost: Gain +1 + TT/3 d12 on defenses against traps.
Aspect
Reduce any penalty to your vision from Environmental effects in the air by 1 + TT.
Boost: Gain +1 + TT/2 on Search rolls.
Advanced Abilities
Those that practice and excel in the Sensitive style gain access to these more unique abilities.
Aspect
Requirements: 7 Combined Tiers of Poise and Observe
Commonly ignored subjects do not affect your DL for Awareness.
Boost: Lock 1 + TT/3 senses. While you have effects that grant at least +3 on rolls with a Locked sense, they become Primary.
Aspect
Requirements: 7 Combined Tiers of Poise and Observe
As you are Attacking Blind, the Soulweaver rolls an additional 1 + TT/2 d12.
Boost: When you attack blind and succeed, increase any damage you deal by +1 + TT/3.
Spell - Illusion
Requirements: 9 Combined Tiers of Poise and Observe
Hear telepathy being used in an Aura 3 + TT x 3.
Boost: While Focal Locked on a creature in the area for 1 minute or more, see a dim violet glow around them while they are using Telepathy.
Spell - Mutation
Requirements: 7 Combined Tiers of Poise and Observe
You can speak with plants.
Boost: You can speak with animals.
Trick - Mutation
Requirements: 11 Combined Tiers of Poise and Observe
Choose an Enhanced Sense. Gain that sense.
Boost: Choose 1 + TT/3 senses. They becomes Primary.
Spell - Transference
Requirements: 9 Combined Tiers of Poise and Observe
Target corpse or skeleton that was not Soulbroken and died in the last 1 + TT years in Reach can speak and hear as if alive. It answers questions asked of them honestly.
Boost: It can remember events of its life perfectly.
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