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Athlete Chaos Order
Response | Martial and Elude
After a creature declares Guard, attack with 1 + TT/2 d12 to prevent it.
Range Target 0   Defense Nimble
Boost: On success, use Disarm against the object that used Guard.
Athlete Body Order
While you have a Free Limb and wear less than 3 + TT/2 Bulk of armor, gain +1d12 on defenses against physical attacks.
Boost: While you have a Free Limb and wear less than 3 + TT/2 Bulk of armor, gain +1d12 on physical attack rolls.
Hero Senses Tactician
When you make a physical attack that deals damage, for each dice beyond the first that would succeed the attack, gain +1 damage.
Range Self   Duration 3 + TT rounds
Boost: As you Attack Blind, the Soulweaver rolls an additional 1 + TT/3 d12.
Order Tactician
1 Movement: Gain +1 Reach on melee attacks.
Range Self   Duration 1 round
Boost: Gain +1 + TT/4 on attack rolls made as reactions.
Athlete Body Marksman Animal
Use Melee Strike. Replace all effects of the attack with cause Tier 1 Trauma.
Boost: Roll 1d12 to allow you to use this Trick again this turn, DL 9 - TT/2.
Air Imagination Marksman
Your melee attacks gain Extend 1 + TT/2.
Range Self   Duration 3 + TT rounds
Boost: Deal 1 + TT/3 lightning damage to targets Injured by your melee attacks.
Advanced Abilities
Those that practice and excel in the Fencer style gain access to these more unique abilities.
Chaos Hero
Response | Martial and Elude
Requirements: Martial Proficiency 9, Elude Proficiency 9
After an attack you used Guard from an object against succeeds against you, roll 1d12 to have the attack succeed against an object you used for Guard instead, DL 9 - TT/2.
Boost: The object gains 1 physical reduction against the attack.
Mobile Shadow Tactician
Response | Martial and Elude
Requirements: Martial Proficiency 9, Elude Proficiency 9
After a creature moves adjacent to you, roll 1d12 to move 2 spaces, DL 9 - TT/2.
Boost: Use a Stance ability.
Body Mobile Shadow
Response | Martial and Elude
Requirements: Martial Proficiency 15, Elude Proficiency 15
After an action targeting you is declared, roll 1d12 to move 1 space, DL 9 - TT/3.
Boost: On success, for 1 round, gain +1 on defenses against physical attacks.
Mobile Tactician Time
Response - Infusion | Martial and Elude
Requirements: Martial Proficiency 21, Elude Proficiency 21
After a creature declares an action, move up to 1 + TT/3 spaces.
Boost: 1 Energy: Use Dash.
Athlete Chaos
Response | Martial and Elude
Requirements: Martial Proficiency 15, Elude Proficiency 15
As a physical weapon attack is declared against you, make an attack roll with a Free Limb. Use that result as your defense.
Boost: If the attack fails, attack Martial of the attacker with 1 + TT/3 d12 to cause them to take -1 on attacks with the same weapon against you for 1 round.
Body Marksman Mobile
Response | Martial and Elude
Requirements: Martial Proficiency 9, Elude Proficiency 9
1 Resolve: After an attack you used Guard against fails against you, make a weapon attack against the attacker.
Boost: After attacking, move 1 + TT/3 spaces.
© 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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