Through meditation and practice, inner focus and drive, the Enhanced seeks to elevate what the body is capable of. They excel at pushing their own boundaries and finding new breakthroughs in training when others become stagnant.
Aspect - Wit | Athletics and Zeal
Gain +1 + TT/3 on Athletics Knowledge rolls.
Boost: Gain +1 on defenses against Overpower actions.
Spell - Illusion | Athletics and Zeal
Know if there is a Talent that you did not Manifest ongoing or being Manifested in an Aura 6 + TT x 3.
Self
1 hour
Boost: 2 Energy: See a dim grey glow in spaces that contain these effects allowing you to attempt to identify them.
Aspect - Might | Athletics and Zeal
Gain +1 + TT/2 on defense to reduce Dazzled and Unsteady Tier afflicting you.
Boost: Gain +TT/3 Severe Threshold.
Stance | Athletics and Zeal
Manifest Spells with area Self or Reach as Talents. All damage becomes physical.
Boost: Reduce the DL to Augment abilities by 1 + TT/2.
Aspect - Charisma | Athletics and Zeal
Gain +1 + TT/2 on defense against effects that cause and on rolls to reduce Frightened or Enraged.
Boost: When you are affected by a Suppression effect, reduce the duration on you by 1 + TT.
Aspect - Charisma | Athletics and Zeal
Gain 1 + TT Ki Pool. You can use Ki to pay Energy and Resolve costs of Talents. You can replace the benefit of a Recovery with removing 2 Ki Pips.
Boost: When you use Ki, reduce your DL to Manifest the ability by 1. As a Major action, pay 3 Ki to count as getting a Recovery.
Advanced Abilities
Those that practice and excel in the Enhanced style gain access to these more unique abilities.
Spell - Mutation | Athletics and Zeal
Requirements: Athletics Proficiency 15, Zeal Proficiency 15
Choose up to 1 + TT/3 limbs. Gain the chosen limbs.
Self
6 + TT x 3 minutes
Boost: Gain a distal on 1 + TT/2 limbs.
Talent | Athletics and Zeal
Requirements: Athletics Proficiency 21, Zeal Proficiency 21
Gain 1 + TT/3 Reduction against everything. Damage you take causes Resolve Pips instead of its normal type.
Self
1 + TT/6 rounds
Boost: For each Tier of Ailment you would gain, instead gain 1 Resolve Pip.
Aspect - Charisma | Athletics and Zeal
Requirements: Athletics Proficiency 9, Zeal Proficiency 9
Gain 1 + TT/2 Training Limit.
Boost: Reduce the Proficiency needed for other requirements by 1.
Aspect - Might | Athletics and Zeal
Requirements: Athletics Proficiency 9, Zeal Proficiency 9
1 Resolve: Do not roll for Overexertion.
Self
1 + TT/4 rounds
Boost: Increase benefits from Extra Push by 1.
Aspect - Charisma | Athletics and Zeal
Requirements: Athletics Proficiency 9, Zeal Proficiency 9
Your body gains 1 + TT/3 Inlay Limit. Reduce your Energy Pool by the total Tier of Inlays you have Melded into you.
Boost: Reduce the time it take to Meld or remove an Inlay from your body by 1 + TT minutes.
Spell - Mutation | Athletics and Zeal
Requirements: Athletics Proficiency 15, Zeal Proficiency 15
Creatures roll to reduce any Ailments suffered that allows rolling at end of turn at the start of turn also.
Burst 3 + TT
3 + TT rounds
Nature
Boost: 2 Energy: Creatures can use a Major Action to roll to reduce these Ailments.
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Yitzi Santer: Creator | Clinton Menezes: Lead Developer | Travis Almon: Lead Writer Merch Store ~ The Team |