|
Traveler Abilities
Aspect
Gain 1 + TT Reduction to Energetic elements.
Boost: Gain +1 + TT/2 defense against Cosmic elements effects.
Spell - Infusion
Warp to target space in 6 + TT x 2 range.
Boost: Attack Magic of target creature in Reach so they Warp with you. On success, being in a Hold with them does not prevent the Warp.
Spell - Suppression
Non-magical spaces you leave do not cause Encumbered for 1 minute.
Boost: Affect spaces within 1 range of spaces you leave.
Stance
Reduce Encumbered from Environments by 1 + TT Tiers and gain +1 + TT/3 on defense against Overpower.
Boost: Gain +1 + TT/2 on defense against Hinder Movement.
Response
As you Triumph to reduce Slow, Stiff, or Unsteady Tiers, reduce an additional by 1 + TT/2 Tiers.
Boost: Moving this round does not count towards Overexertion.
Trick
Gain +1 Movement Pool while wearing 1 + TT Bulk of armor or less.
Boost: Gain 1 + TT/2 on Mobility rolls while using Primary Movement types and Reduction against Slow, Stiff, and Unsteady.
Advanced Abilities
Those that practice and excel in the Traveler style gain access to these more unique abilities.
Aspect
Requirements: 9 Combined Tiers of Athletics and Observe
Lock 1 + TT/2 Movement Types. If you have a Locked Movement Type as Secondary, it becomes Primary.
Boost: Using your Locked Primary Movement Type does not prevent you from being in a Stance.
Aspect
Requirements: 7 Combined Tiers of Athletics and Observe
Gain +1 + TT/3 Movement Pool.
Boost: While your Movement Pool is full, you can use advance as a reaction to anything.
Trick - Infusion
Requirements: 7 Combined Tiers of Athletics and Observe
Warp to target space in 2 + TT - prior successes range.
Boost: Stand up.
Response - Transference
Requirements: 7 Combined Tiers of Athletics and Observe
After target creature in 3 + TT range Teleports or Warps, attack with Zeal. On success, Teleport to become within 1 range of the creature in the space closest to where you came from if they are in 12 + TT x 6 range.
Boost: Deal 1 + TT/2 Slow damage to them.
Aspect
Requirements: 11 Combined Tiers of Athletics and Observe
When you move, choose up to 1 + TT creatures in Reach. They may move the same direction and distance with you if they would not normally be prevented from moving without any Movement cost.
Boost: You can advance once per round as a reaction to anything.
Spell - Elemental
Requirements: 9 Combined Tiers of Athletics and Observe
Target creature in 3 + TT range gains Burrow as a Secondary Movement type. With each space moved, they can pay 1 Movement to leave a tunnel 2 sizes smaller than them in that space. After each minute, the tunnel rolls 2d12. If two or more are face value 1, the tunnel collapses.
Boost: They can leave a tunnel without expending Movement. If they do, the tunnel rolls an additional 1d12.
|