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While others may find their movements strange, the waltz of a Dervish have been long practiced and choreographed to devastating effect.
Tactician
When using actions affected by Rapid Strike, you can use each limbs an additional 1 + TT/3 times each round.
Boost: After using actions affected by Rapid Strike, roll 1d12 to heal 1 Minor Action, DL 9 - TT. Reduce the DL of the heal by 1 for each 3 you exceed the DL.
Tactician Animal
Aspect - Finesse | Endure and Nimble
Gain +1 on defenses against Hinder Attack.
Boost: Gain 1 + TT/3 Minor Actions.
Earth Hero Mobile
Aspect - Might | Endure and Nimble
Gain 1 + TT/2 Air Reduction.
Boost: Gain +TT/3 on defense against Grab and Grapple.
Guardian Marksman
Response | Endure and Nimble
As an unattended object enters your Reach, make a physical attack against it. On success, the object falls.
Boost: Roll 1d12 to then obtain the object, DL 9 - TT/2.
Tactician Trickster
When attacking with weapon of a Usage Tier lower than your Skill Tier used to attack with it, you can change the Strike Type from Chopping to Stabbing or from Stabbing to Chopping.
Range Self   Duration 1 + TT rounds
Boost: When attacking a target you Injured with an attack that changed Strike Types, attack Observe with 1 + TT/3 d12 to have your attack count as an Ambush.
Athlete Mobile
Your next 1 + TT/2 spaces moved do not allow reactions.
Range Self   Duration 1 round
Boost: Reduce the Tiers of Encumbered you gain from Crowded Tier by 1 + TT/4.
Advanced Abilities
Those that practice and excel in the Dervish style gain access to these more unique abilities.
Mobile Shadow
Response | Endure and Nimble
Requirements: Endure Proficiency 15, Nimble Proficiency 15
After a physical attack succeeds against you, roll 1d12, DL 9 - TT/2 to move 1 space. If you move, reduce the damage by 2.
Boost: You can use this after any attack succeeds against you.
Tactician
Response | Endure and Nimble
Requirements: Endure Proficiency 9, Nimble Proficiency 9
1 Resolve: While making a melee weapon attack, gain 1 + TT/4 damage.
Boost: Attack Endure with Injury d12 to cause Tier 1 + TT/3 Slowed.
Mobile Tactician Animal
Response | Endure and Nimble
Requirements: Endure Proficiency 21, Nimble Proficiency 21
After an adjacent creature moves away from you, move 1 space closer to them. Roll 1d12 to heal 1 Movement, DL 9 - TT/2.
Boost: After moving, make a melee attack against the creature.
Hero Mobile Space
Response | Endure and Nimble
Requirements: Endure Proficiency 15, Nimble Proficiency 15
After an adjacent creature moves away from you, move into the space they moved out of.
Boost: After you move, use Reposition against 1 + TT/2 adjacent creatures.
Scout Shadow
Response | Endure and Nimble
Requirements: Endure Proficiency 9, Nimble Proficiency 9
When an attack would succeed against your Elude defense and it is not the Soulweaver's turn, end all Stances you are in and the attacker rerolls.
Boost: Lock 1 + TT Skills. You can use this after attacks against Locked Skills.
Athlete Mobile Water
Aspect - Finesse | Endure and Nimble
Requirements: Endure Proficiency 9, Nimble Proficiency 9
Gain 1 + TT Surge Pool. You can use Surge to pay Minor Action costs. For each time you have benefited from this in the round, you must pay an additional Surge. As a Major Action, you can pay 1 Energy to heal 1 Surge.
Boost: Gain +1d12 on any roll as part of the action used.
© Grinning Demon Games ~ admin@SoulshardsRPG.com
Yitzi Santer: Creator | Clinton Menezes: Lead Developer | Travis Almon: Lead Writer
Merch Store ~ The Team
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