The Empath reads the emotions of others with ease the likes of academics to books. Able to strike through individual's facades and influence emotions in ways where they find no rival. Be wary of the ones who know what you want before you've even spoken a word.
Spell - Illusion | Elude and Guile
Chose target subject in 12 + TT range. Dominate each creature. As a creature begins their turn, they attempt move 3 + TT spaces closer to the chosen subject. If they reach a space adjacent to the subject, this effect ends on them.
Burst 3 + TT
6 + TT rounds
Observe
Boost: Creatures Dash or Run if they cannot move far enough otherwise.
Spell - Infusion | Elude and Guile
Target other creature with up to 12 + TT x 6 AP Bonds to you or another target creature. If the creature to be Bonded defends against this, this fails.
Target 0
1 + TT days
Nature
Boost: 6 Energy: While Bonded, the creature's AP becomes the maximum you could Bond and they cannot gain AP normally.
Aspect - Might | Elude and Guile
Gain 1 + TT/2 Fire Reduction.
Boost: Increase the DL of to determine if Buring afflicting increases you by TT/3.
Spell - Infusion | Elude and Guile
Choose a subject. Increase or decrease the Social Opinion target has of the subject by 1 + TT/3 Tiers.
Target 3 + TT
1 + TT hours
Guile
Boost: Their Social Opinion of you cannot be moved the other direction.
Spell - Suppression | Elude and Guile
Reduce Enraged, Frightened or Sickened on target creature 1 + TT/2 Tiers.
Target 3 + TT
Guile
Boost: 1 Energy: Affect each of these Ailments.
Aspect - Wit | Elude and Guile
Gain +1 + TT/3 on Guile Knowledge rolls.
Boost: Deal +1 damage with Influence using Guile.
Advanced Abilities
Those that practice and excel in the Empath style gain access to these more unique abilities.
Spell - Illusion | Elude and Guile
Requirements: Elude Proficiency 21, Guile Proficiency 21
Creatures share an emotional connection that often encourages caring for each other and acting to protect each other and assists in understanding communication.
Burst 3 + TT
3 + TT rounds
Guile
Boost: Creatures in Reach of another affected creature that would pay a Resolve cost can pay 1 of the cost as a reaction.
Spell - Suppression | Elude and Guile
Requirements: Elude Proficiency 15, Guile Proficiency 15
Target creature attacks the nearest creature with their highest damage effect if possible. They cannot reduce their damage with the attack. If more than one creature or attack could be chosen, they make any choices. This counts as a Domination effect.
Target 3 + TT
Observe
Boost: If there is no target, they move 1 + TT/2 spaces towards the nearest creature first.
Trick | Elude and Guile
Requirements: Elude Proficiency 9, Guile Proficiency 9
Gain +1 on defenses against creatures that you have succeeded an attack against in the last 1 + TT rounds.
Self
1 round
Boost: Reduce each Concealment they have against you by 1 + TT/4 Tiers.
Aspect - Charisma | Elude and Guile
Requirements: Elude Proficiency 9, Guile Proficiency 9
Gain +1 + TT/3 on defense against Deceive.
Boost: Gain +1 + TT/4 on defense against Diversion.
Spell - Mutation | Elude and Guile
Requirements: Elude Proficiency 15, Guile Proficiency 15
Remove half the Tiers of treatable ailments and Grit and Resolve pips from target creature. You gain everything removed.
Target 0
Nature
Boost: Gain +1 + TT/3 on defenses against ailments for 1 minute.
Spell - Mutation | Elude and Guile
Requirements: Elude Proficiency 9, Guile Proficiency 9
Remove 1 + TT/2 Tiers of a treatable Ailment from yourself and cause them to target creature. Only remove from yourself any that successfully afflict the target.
Target 1 + TT
Nature
Boost: Remove and cause Grit Pips instead of Ailment Tiers.
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