|
Searching Reduction
Aspect
Requirements: Root Beast
Gain 6 Mystical Reduction. Have Tier 2 Emotional and the emotion is rage with no specific subject. Your Training Rating becomes 24. Be considered a monster.
Two souls stuck in 1 body. Response (Fortress style)
Requirements: 7 Combined Tiers of Athletics and Endure
1 Resolve: After an attack succeeds against you, gain 1 + TT Physical Reduction against it.
Boost: Gain +1 on physical attack rolls against the attacker for 1 round.
Response (Provoker style)
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: Shimmer
Gain 1 + TT Resolve Reduction against abilities and objects.
Boost: Req: Trained 4 Times - Reduce the face value you need to roll for healing Resolve by 1 + TT/3.
Aspect (Acrobat style)
Gain 1 + TT Reduction to Entropic elements.
Boost: Gain TT/2 Collision Reduction.
Aspect
Requirements: Root Angel
Gain +1 on damage against Resolve and 1 Resolve Reduction.
A ring of golden radiant energy floats above the heads of these Angels which are known for their emotional fortitude even among Angels. Talent
Requirements: Angel
Creatures in a Burst 1 + TT lose all Elemental Reduction.
Boost: Req: Trained 4 Times - Immunities that would apply to damage instead count as 3 Reduction.
Aspect (Alpha style)
Requirements: 7 Combined Tiers of Poise and Nature
Creatures at least 3 sizes smaller than you that are Bonded to you gain +1 + ET/2 d12 on Magic rolls and qualify to learn any Spell they meet all requirements for, though the Area Value, duration, damage, and healing of abilities learned this way is halved.
Boost: They gain 1 + TT Mystical Reduction.
Aspect
Requirements: Raptorfused
Gain 2 + TT x 2 Water Reduction.
Boost: Gain 2 Tiers of Concealment from vision in snowy Environments.
Stance (Artisan style)
Reduce the Physical Reduction targets have from armor against your attacks by 1 + TT/2.
Boost: If you have a face value 12 - TT or higher in your attack roll with a weapon, increase any Ailment damage the attack deals by 1 + TT/3.
Trick (Bard style)
Requirements: 11 Combined Tiers of Guile and Poise
1 Resolve and 5 words: Attack with Guile to deal 3 + TT/2 - Prior success damage to Resolve of target creature in 6 + TT x 2 range.
Boost: Reduce their Resolve Reduction by 1 for 1 minute.
Form
Requirements: Root Rettocuru
Gain Tier 1 Concealment while in tree filled Environments and 1 Physical Reduction. Reduce your DL to Manifest Naturalist abilities by 2.
Instead of fur, this breed has skin that grows, and sheds, layers of bark like that of a tree. Response (Fencer style)
Requirements: 7 Combined Tiers of Martial and Elude
After you use Guard with an object and the attack succeeds, roll 1d12 to have the attack succeed against the object instead, DL 9 - TT.
Boost: The object gains 1 + TT/2 Physical Reduction against the attack.
Aspect (Ritualist style)
After each round, each creature suffering from Trauma in your ritual circle uses 1 Grit to reduce the Soul cost by 1 + TT for each. Double the reduction if the creature is intelligent.
Boost: If the creature dies, reduce the cost an additional 10 + TT x 5 Souls. Double this amount if the creature is intelligent.
Aspect (Alpha style)
Creatures Bonded to you gain +1 + TT/3 Physical Reduction.
Boost: Creatures Bonded to you qualify to learn each non-Species ability you do.
Talent
Requirements: Root Human
Creatures in an Aura 6 that consider you an Ally gain 2 Resolve Reduction.
Occasionally, one comes along whom others will follow through fire and back. Humans happen to birth more of these leaders than most. Aspect (Commander style)
Requirements: 9 Combined Tiers of Martial and Poise
Gain 1 + TT/2 Resolve Reduction during Social Encounters.
Boost: If an Ally within 3 range would suffer 3 or more Resolve Injury, reduce the Injury by 1.
Aspect (Oracle style)
Gain 1 + TT Reduction to Unseen elements.
Boost: Gain +TT/2 on defense against effects that cause you to reroll.
Trick (Stalwart style)
Choose 1 + TT target subjects. You cannot sense those subjects.
Boost: Gain 1 + TT/3 Physical Reduction against subjects you cannot sense.
Response - Infusion (Advocate style)
Requirements: 7 Combined Tiers of Nimble and Poise
As you roll Influence, on success, for each face value 9 - TT or higher in your roll, it gains +1 damage.
Boost: If your Influence fails, for each face value 9 - TT or higher in your roll, gain +1 Resolve Reduction against that Influence.
Aspect
Requirements: Dwarf
Gain +1 + TT on defense against Demoralize.
Boost: While Resisting in a Social Encounter, gain 1 + TT/2 Resolve Reduction.
Aspect (Defender style)
You can use Guard to benefit creatures in Reach of the source of the Guard. When you do and that creature is damaged by the attack, they gain 1 + TT/3 Physical Reduction against that attack.
Boost: Reduce the Skill Tier requirement of abilities that have Guardian, Radiant, or Space Affinity by 1.
Response (Warrior style)
Requirements: 7 Combined Tiers of Martial and Tools
After an attack succeeds against you, roll Nimble to gain 1 + TT/2 Reduction against the attack, DL 9.
Boost: Reduce the DL by 1 + TT.
Trick - Suppression
Requirements: Demon
Increase the DL to Manifest in an Aura 3 + TT by 2.
Boost: Req: Trained 2 Times - Gain 6 Radiant Reduction.
Aspect
Requirements: Root Orc
Gain Dessertdweller and 3 Fire Reduction.
Orc tribes that roam the golden dunes thrive where others shrivel. Trick (Paladin style)
Requirements: 7 Combined Tiers of Tools and Zeal
Reduce the total energy cost of Augments you apply to weapon attacks by 1. Reduce your DL of Melee and Ranged Strike by 1 + TT/2.
Boost: 1 Grit: After you cause Injury, reduce all of the subject's Reductions by 1.
Form
Requirements: Beast
Grow 1 size. Gain +2 Movement Pool and gain 2 Physical Reduction. Have Tier 1 Emotional. The emotion is rage with no specific subject. Be considered a monster. Assign an additional 5 AP.
Beasts that are born in highly magical areas or that are mutated can become dire. Aspect (Intensifier style)
Gain 1 + TT/2 on defense against Energetic effects.
Boost: Gain TT/3 Mystical Reduction.
Aspect (Sorcerer style)
Gain 1 + TT/2 Reduction to Cosmic elements.
Boost: Reduce the Tiers of Encumbered you gain from Crowded by TT/3.
Aspect
Requirements: Root Dragon
Gain 1 Physical Reduction, Immunity to your Dragon Element, and Vulnerable to the Element opposing your Dragon Element. Reduce your DL to Manifest abilities of your Dragon Element by 2.
Larger scales of deeper color adorn these Dragons, they are particularly tough and strong with their element at the cost of being vulnerable to their elemental counterpart. Aspect (Enhanced style)
Gain +1 + TT/3 Ailment Reduction.
Boost: Gain +TT/2 Severe Threshold.
Aspect
Requirements: Dragon
Lock 1 Element. Your effects of the Locked Element gain +1 + TT/3 damage.
Boost: Gain 1 + TT Reduction against the Locked Element.
Trick - Elemental (Survivor style)
Choose Unseen, Corporeal, Energetic, or Entropic. Gain 1 + TT/2 Reduction against Elements in the chosen group.
Boost: After suffering Injury from an Element in the chosen group, gain +1 defense against attacks of that Element.
Talent
Requirements: Materia
Objects you Grip and wear gain all Elemental Immunities and Reductions you have.
Boost: If you do not have a Fused Element, Lock Air, Earth, Fire or Water. Count as having the Locked Element Locked by Fused Element.
Spell - Elemental (Warmage style)
Requirements: 7 Combined Tiers of Nimble and Magic
Lock 1 + TT Elements. Reduce reduction to each Element in a Burst 1 + TT by 1 + TT.
Boost: If a subject loses Reduction to an Element and has 0 remaining, they become Vulnerable to that Element.
Aspect (Fortress style)
Requirements: 9 Combined Tiers of Athletics and Endure
Lock 1 + TT/2 of Air, Earth, Fire, Water, Radiant or Necrotic. Gain 6 Reduction to the Locked Elements.
Boost: Gain +1 on defenses against effects of the Locked Elements.
Aspect (Exemplar style)
Requirements: 7 Combined Tiers of Athletics and Nimble
Lock 1 + TT/2 Elements. While unarmored and not Gripping a weapon, gain 1 + TT Reduction against the Locked Elements.
Boost: Gain +1 on defense against Ailments.
Talent (Enhanced style)
Requirements: 11 Combined Tiers of Athletics and Zeal
Gain 1 + TT/2 Reduction against everything. Grit Injury you suffer uses Resolve instead.
Boost: For each Tier of Ailment you would gain, instead use 1 Resolve.
Aspect (Artisan style)
Requirements: 9 Combined Tiers of Nimble and Tools
Lock 1 + TT/2 of +1 Physical Reduction, -1 Bulk, grant 3 Bashing Reduction, grant 3 Chopping Reduction, or grant 3 Stabbing Reduction. While crafting armor, you can choose 1 Locked option to apply like exceptional weapon properties. Each adds Tier 2 exceptional.
Boost: You can choose an additional TT/3 Locked Options.
Aspect (Artisan style)
Requirements: 7 Combined Tiers of Nimble and Tools
Lock 1 + TT/2 of +1 durability, +2 Physical Reduction, +1 inlay limit, and reduce Bulk by 25%. While crafting an object, you can choose 1 Locked option to apply like exceptional weapon properties. Each adds Tier 2 exceptional.
Boost: You can choose an additional TT/3 Locked Options.
Stance (Exemplar style)
Gain 1 + TT Physical Reduction while unarmored and not Gripping a weapon.
Boost: Choose an Ailment. Determine the penalties from that Ailment as 1 + TT Tiers lower while unarmored and not Gripping a weapon.
Talent (Paladin style)
Requirements: 7 Combined Tiers of Tools and Zeal
Gain 1 + TT/2 Mystical Reduction.
Boost: Any healing roll affecting you may be rerolled once.
Response - Infusion (Fated style)
After rolling doubles in your defense against an effect that targets only you, gain 1 + TT/2 Reduction against the attack.
Boost: Reduce the duration of the effect by 1.
Aspect
Requirements: Goblin
Gain +2 + TT x 2 Fire Reduction.
Boost: Req: Trained 2 Times - Gain +1 Area Value and damage with Fire effects.
Aspect (Traveler style)
Gain 1 + TT Reduction to Energetic elements.
Boost: Gain +1 + TT/2 defense against Cosmic elements effects.
Form
Requirements: Root Flora
Shrink 1 size. Gain 6 Necrotic Reduction and Immunity to Fungoid Spores. Lose Sunfed. You can consume decaying flesh or plant matter as food. For each Bulk of this you eat, heal 1 Grit. 12 times per day, you can use a Major Action to expose creatures in a Burst 1 to Fungoid Spores.
A Fungoid's body resembles mushrooms and other fungus breeds rather than trees or vines. Instead of relying on sunlight for energy, they absorb the energy of decaying matter. Form
Requirements: Root Human
Grow 1 size. Gain 1 Physical Reduction. Learn the Giantic language.
Rarely interacting with most of the civilized world, the kept space left them room to grow beyond believed limits. Aspect (Dervish style)
Gain 1 + TT/2 Reduction to Substantive elements.
Boost: Gain +TT/3 on defense against Grab and Grapple.
Aspect (Exemplar style)
Requirements: 7 Combined Tiers of Athletics and Nimble
Gain +1 + TT on rolls to reduce Trauma afflicting you.
Boost: Gain 1 Physical Reduction.
Aspect
Requirements: Goblin
Gain +1 + TT on defense against non-magical diseases and poisons.
Boost: Gain +1 + TT Body and Sickened Reduction.
Aspect (Harmonizer style)
Requirements: 11 Combined Tiers of Endure and Poise
Gain 1 + TT Flowing Reduction.
Boost: Gain 1 + TT/2 Living Element and Mystical Reduction.
Response (Assassin style)
Requirements: 7 Combined Tiers of Tools and Guile
As target creature in Reach rolls a defense against a physical attack, attack with Tools to cause a 1 + TT/2 penalty.
Boost: If the attack succeeds, reduce any Reduction against the attack by 1 + TT/3.
Spell - Elemental (Warmage style)
Know any Reductions and Immunities target creature in 3 + TT range has other than from gear.
Boost: Know what Vulnerabilities they have.
Trick - Infusion (Inspector style)
Requirements: 11 Combined Tiers of Tools and Observe
When you succeed a physical attack against a creature, for each damage that fails, deal 2 Bashing damage to armor they wear on the affected part. If the attack was not against a specific part, affect torso armor.
Boost: Treat Reductions of objects you damage as 1 + TT/3 lower.
Spell - Infusion (Disrupter style)
Requirements: 7 Combined Tiers of Guile and Nature
Choose an Element. Target subject in 1 + TT range loses any Reduction to that Element.
Boost: If they lose any Reduction from an Element, they gain Vulnerable to that Element.
Aspect (Investigator style)
Requirements: 11 Combined Tiers of Guile and Observe
When using Influence to Make Request that a creature gives you a clear, complete, honest, and understandable answer to your question, it does not cost you Resolve.
Boost: While Benefiting from this effect, gain +1 + TT/3 Resolve Reduction against the creature.
Aspect (Advocate style)
Gain +1 + TT/3 on defense against Despair and Mind effects.
Boost: Gain 1 + TT Resolve Reduction against abilities.
Form
Requirements: Root Cog
Be made of Living Wood instead of Steel. Remove Vulnerable to Time. Gain Immunity to Trauma, 6 Reduction to Time and Radiant, and Vulnerable to Fire. After each hour in sunlight or water, heal 1 Grit.
This blueprint is crafted entirely from living wood to reap the benefits of the material. This is the most expensive and difficult of the forms to create and thus are often a crafter's magnum opus. Response - Infusion
Requirements: Troll
1 Luck: After an attack with a Strike Type succeeds against you, gain 1 + TT Reduction against the Strike Type of the attack.
Boost: Gain 1 + TT/2 Ailment Reduction against the attack.
Response - Infusion
Requirements: Troll
1 Luck: After an attack that deals Elemental damage succeeds against you, gain 1 + TT Reduction to that Element.
Boost: Req: Trained 2 Times - 2 Luck: Instead, gain Immunity to the Element.
Aspect (Monster style)
Requirements: Curse of Lycanthrope
Gain +1 + TT/3 on Endure rolls and TT/2 Physical Reduction.
Boost: Req: Trained 2 Times - Gain +1 + TT/3 physical damage. Double this while in animal or hybrid form.
Aspect
Requirements: Root Beast
Treat all magical abilities as if they are Species abilities and each Skill Tier begins as Tier 0 and can be increased up to 6 as part of creation. Any sounds you normally make counts as speaking for Manifesting magical abilities.
Boost: Lock 1 Element. Gain 2 + TT x 2 reduction to the Locked Element.
Form
Requirements: Root Angel
Grow 1 size. Gain 1 Mystical Reduction.
Some Angels arrive to guide, others arrive to punish. Stance (Mechanic style)
When you use a shield for Guard, it instead grants Physical Reduction equal to its Guard value + 1 + TT/3 as if it is Torso armor.
Boost: Always count as having the right tool for the job other than Crafting. The tool counts as advanced TT/2 times.
Spell - Infusion (Mechanic style)
Remove 1 Broken Tier from target non-magical object in 1 + TT range if your Manifest roll equals or exceeds it's Durability + Physical Reduction + Craft Modifier - TT.
Boost: Double the objects' Physical Reduction for 1 minute.
Aspect
Requirements: Root Dwarf
Gain +2 on Perform rolls. Treat Resolve Reduction against you as 2 lower.
Leaders among those that don't listen, they become exceptional at what they do through never submitting to rejection. Aspect (Fortress style)
1 + TT/3 of Physical Reduction from your armor applies to Flowing and Mystical damage from weapons.
Boost: Increase the face value attackers need to benefit from Bashing against you by 1 + TT/2.
Talent
Requirements: Shifter
Gain +1 + TT/3 Movement Pool and on Mobility rolls.
Boost: Choose Bashing, Chopping, or Stabbing. Gain 1 + TT Reduction to the chosen Strike Type.
Aspect (Mystic style)
Requirements: 11 Combined Tiers of Zeal and Observe
Gain 1 + TT Mystic Pool. After you roll a Skill, you can pay any amount of Mystic to gain an equal amount on the roll. After a roll in 3 + TT range from you is rerolled, heal 1 Mystic.
Boost: While your Mystic Pool is not empty, When you sense a creature, know all Immunities, Reductions, and Vulnerabilities they have.
Aspect
Requirements: Flora
Gain 1 + TT Earth Reduction and + TT/3 on Nature Knowledge rolls.
Boost: Req: Trained 2 Times - Your DL to Sway Animal is not affected by the creature having Grit missing or being in Conflict.
Talent (Zealot style)
For each 12 in your damage roll, reduce Reduction the subject has against the damage by 1.
Boost: After all dice in your damage roll cause Injury, deal 2 + TT Trauma damage to the subject.
Talent (Paladin style)
Requirements: 11 Combined Tiers of Tools and Zeal
Make a physical attack. It ignores all Immunities and Reductions other than from armor.
Boost: Reduce any penalty to your damage by 1 + TT/2.
Response - Infusion (Advocate style)
1 Resolve: As you deal damage to Resolve, the target rolls d12 equal to its Reduction against the damage. The target's only benefits from Reduction equal to the number of face value 3 + TT or higher rolled.
Boost: Attack Zeal with Injury d12 to cause the creature to choose Counter on the next Influence this Conflict.
Spell - Transference (Preacher style)
Requirements: 11 Combined Tiers of Poise and Zeal
Deal 4 Mystical Umbral damage to Grit of target creature in 6 + TT x 2 range. Ignore all Immunities and Reductions.
Boost: Increase their Social Opinion Tier of you by TT/3.
Aspect (Pugilist style)
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.
Trick - Infusion
Requirements: Angel or Shimmer
Increase the Light Tier in an Aura 3 + TT by 1.
Boost: Req: Trained 2 Times - Gain 6 Necrotic Reduction.
Talent (Stalwart style)
Requirements: 7 Combined Tiers of Endure and Martial
Gain 1 + TT/3 Physical Reduction.
Boost: Gain TT/2 Element Reduction.
Spell - Suppression (Saboteur style)
Requirements: 7 Combined Tiers of Elude and Poise
Target armor in 6 + Tt x 2 range grants 1 + TT/2 less Physical Reduction.
Boost: Treat Bulk of the armor as if it is 1 + TT/2 Tiers higher.
Response
Requirements: Dragon, Mammalfused, or Orc
As an attack succeeds against you, roll Endure to gain 1 + TT/2 Physical Reduction against it, DL 6 - TT + prior successes.
Boost: If you exceed the DL by 3 or more, gain 3 Ailment Reduction against the attack.
Spell - Infusion (Warder style)
Requirements: 7 Combined Tiers of Elude and Magic
Choose an Element. A target in 3 + TT range gains 3 + TT Reduction to the chosen Element.
Boost: If their Reduction to the Element is 12 or higher, they also gain Immunity.
Talent
Requirements: Shifter
Choose Air, Earth, Fire, or Water. Gain 1 + TT Reduction against the chosen Element.
Boost: Req: Trained 4 Times - You may also choose from Mind, Body, Radiant, and Necrotic.
Aspect (Oracle style)
Gain 1 + TT/3 Resolve Reduction.
Boost: Gain +1 + TT/2 on defense against Demoralize.
Aspect (Knight style)
Gain +1 + TT/2 on Poise Knowledge rolls.
Boost: Gain 1 Resolve Reduction from creatures you have exceeded Social Knowledge about by 6.
Spell - Mutation (Herbalist style)
Target subject in Reach has a 1 + TT/2 penalty on Physical Reduction that does not come from armor.
Boost: They have a 1 + TT/3 d12 penalty on defense against diseases and poisons.
Aspect
Requirements: Soulbroken
Gain 1 + TT/2 Mystical Reduction.
Boost: Gain TT/3 Physical Reduction.
Spell - Transference (Defender style)
Requirements: 7 Combined Tiers of Endure and Elude
Creatures in an Aura 1 gain 6 Mystical Reduction. After the first time this Reduction is applied, this ends.
Boost: After a Spell succeeds against a creature, reduce its duration to half and this effect ends.
Form
Requirements: Root Amphibianfused
Treat dirt and mud as food. Treat Ground Softness as 3 Tiers lower. Gain 2 Earth Reduction.
Mudskippers have muted color patches that blend well with mud. To a degree, they can pull the nutrients they need from mud, allowing them to hide for long periods of time. Form
Requirements: Root Reptilefused
Gain Aquatic. Have a starting Movement Pool of 4. Gain 1 Physical Reduction and 1 Element Reduction.
Often having animal influencers like snapping turtles, they have thick patches of keratin on their body, providing additional protection. These patches often grow on both sides of the torso and the forelimbs. Aspect
Requirements: Cyclops, Flora, Insectfused, or Reptilefused
Gain +1 + TT on rolls to reduce Trauma afflicting you.
Boost: Req: Trained 4 Times - Gain + TT/3 Physical Reduction.
Spell - Mutation (Defender style)
Requirements: 7 Combined Tiers of Endure and Elude
Target creature in Reach gains +1 + TT/2 d12 on defense again non-magical diseases and corrosive poisons.
Boost: They gain TT/3 Physical Reduction.
Aspect
Requirements: Umbral Affinity
Gain 1 + TT Mystical Reduction.
The immaterial energies of manifestations struggle to find purchase on you, sometimes sliding away entirely. Trick (Traveler style)
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.
Aspect (Knight style)
Gain 1 + TT Reduction to Corporeal elements.
Boost: Gain +TT/2 on defense against Impede.
Aspect (Warder style)
Gain 1 + TT/2 Reduction to Living Elements.
Boost: Reduce the face value needed for healing your Grit by TT/2.
Trick - Infusion (Warmage style)
Requirements: 11 Combined Tiers of Nimble and Magic
1 Resolve: Spells you Manifest that deal damage gain Devastating. Increase the range of face values that trigger this Devastating by 1 + TT/3.
Boost: Your Spell damage ignores Reduction from magical effects.
Aspect (Warrior style)
Gain +1 + TT on Knowledge rolls about weapons and armor. While you Grip a non-shield melee weapon and a shield, gain 1 + TT/3 Mystical Reduction.
Boost: Reduce the Skill Tier requirement of abilities that have Body, Hero, or Order Affinity by 1.
Trick - Elemental (Paladin style)
Requirements: 7 Combined Tiers of Tools and Zeal
Lock 1 Element. Your weapon attacks gain +1 + TT/3 damage and the Locked Element.
Boost: Gain 1 + TT Reduction to the Locked Element.
Talent (Fortress style)
Requirements: 7 Combined Tiers of Athletics and Endure
Choose Stabbing, Bashing, or Chopping. Gain 1 + TT Reduction against the chosen Strike Type.
Boost: You can choose Flowing or Mystical.
|