Disruptors are attuned to the weave of magic around them, however, their talents are, well, disruptive. Early skills teach direct ways of harming an individual by causing schisms in their time and spirit. Other gifts in the study include the ability to shatter an individual's soul or how to rapidly mutate another creature's body. Disruptors are a highly watched people as their talents may be of legitimate use, but the stereotype that lingers around them says otherwise.
Talent | Guile and Nature
Increase the DL to make a Melee or Ranged Strike by 3 + TT/3.
Target 0
1 round
Endure
Boost: Increase the DL to Manifest Spells by 1 + TT/4.
Response | Guile and Nature
After succeeding a melee attack, attack with Martial to end any Stance the target is in.
Endure
Boost: On success, they cannot enter a Stance for 1 + TT/2 rounds.
Spell - Suppression | Guile and Nature
Cause Tier 2 + TT/2 Deafened.
Target 3 + TT
Endure
Boost: Cause Balance, DL increased by their Deafened Tier.
Spell - Transference | Guile and Nature
Deal 1 + TT/2 damage to their Energy.
Target 0
Magic
Boost: 1 Resolve: Heal Energy equal to half Injury.
Spell - Transference | Guile and Nature
Deal 4 + TT/2 Umbral damage.
Target 3 + TT
Zeal
Boost: Deal 1 + TT/3 damage to Energy.
Spell - Mutation | Guile and Nature
Deal 4 + TT/2 Time damage.
Target 3 + TT
Nature
Boost: Cause Tier 1 + TT/3 Slowed.
Advanced Abilities
Those that practice and excel in the Disrupter style gain access to these more unique abilities.
Spell - Suppression | Guile and Nature
Requirements: Guile Proficiency 15, Nature Proficiency 15
Cause target creature to have Tier 1 + TT/6 Exhausted.
Target 0
3 + TT x 3 minutes
Endure
Boost: Cause Tier 1 + TT Weakened.
Spell - Transference | Guile and Nature
Requirements: Guile Proficiency 21, Nature Proficiency 21
Target creature or corpse becomes Soulbroken.
Target 0
1 round
Nature
Boost: Deal 2 + TT/2 damage to each Energy and Resolve.
Spell - Elemental | Guile and Nature
Requirements: Guile Proficiency 9, Nature Proficiency 9
Deal 2 + TT/2 Space damage and cause Tier 1 + TT/3 Weakened.
Target 3 + TT
Athletics
Boost: If you cause Injury, deal 1/2 Injury damage to Resolve.
Spell - Infusion | Guile and Nature
Requirements: Guile Proficiency 9, Nature Proficiency 9
Choose an Element. Target loses any Reduction to that Element.
Target 1 + TT
1 + TT/3 rounds
Magic
Boost: If they lose any Reduction from an Element, they gain Vulnerable to that Element.
Spell - Suppression | Guile and Nature
Requirements: Guile Proficiency 15, Nature Proficiency 15
Target creature is removed from existence. When they return, they appear in the nearest space to where they started that they can occupy.
Target 3 + TT
1 + TT rounds
Nature
Boost: Ongoing effects on them continue to advance in duration.
Spell - Mutation | Guile and Nature
Requirements: Guile Proficiency 9, Nature Proficiency 9
Target creature mutates at the start of each of their turns. The mutation deals 3 Body damage.
Target 3 + TT
3 + TT rounds
Nature
Boost: After Injury, roll for a body part. The part cannot be used for 1 + TT/4 rounds.
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