Spell - Suppression | Athletics and Guile
Cause Tier 1 + TT/2 Sickened.
Target 3 + TT
Zeal
Boost: Cause Tier 1 + TT/3 Slowed.
Response | Athletics and Guile
After you cause Blinded, attack to end any Focus the target has and they cannot be Focused.
Target 0
1 + TT/2 rounds
Nimble
Boost: On success, they cannot use Aid.
Aspect - Finesse | Athletics and Guile
Lock 1 + TT/3 of Sickened, Trauma, Unaware, Weakened. When you Impede, you may instead cause a Locked Ailment.
Boost: For 1 round, when you Impede, you may instead reduce Reach by 1.
Stance | Athletics and Guile
Gain 1 + TT/2 on attack rolls against weapons and to Disarm.
Boost: When you Disarm a creature, knock an object from each of their limbs.
Talent | Athletics and Guile
Reduce Bulk Limit by 3 + TT x 3.
Target 0
1 + TT hours
Endure
Boost: Increase Movement costs to stand from Crouched or Prone by 1.
Talent | Athletics and Guile
Use Impede. Increase the Tier of Ailment you cause with it by 1 + TT/3.
Boost: The Ailment cannot be affected by Soothe for 1 + TT/2 rounds.
Advanced Abilities
Those that practice and excel in the Impeder style gain access to these more unique abilities.
Trick | Athletics and Guile
Requirements: Athletics Proficiency 9, Guile Proficiency 9
After causing Injury with Called Shot, the part cannot be used for 1 + TT rounds.
Target 0
1 round
Endure
Boost: Called Shots against the part deal +1 + TT/3 damage.
Spell - Elemental | Athletics and Guile
Requirements: Athletics Proficiency 9, Guile Proficiency 9
Target space and up to 1 + TT contiguous spaces fill with Tier 0 + TT current water that dos not fall. You choose the direction it flows.
Target 3 + TT
3 + TT rounds
Nimble
Boost: The effect becomes a flood.
Trick | Athletics and Guile
Requirements: Athletics Proficiency 15, Guile Proficiency 15
Use Impede.
Boost: On success, use Impede for the same effect against up to 1 + TT/3 other targets.
Response | Athletics and Guile
Requirements: Athletics Proficiency 9, Guile Proficiency 9
After causing Muted, attack to cause Tier 1 + TT/3 Strangled. Any time they reduce a Muted Tier, also reduce this Strangled Tier an equal amount. If Muted is removed, this Strangled is removed.
Target 0
Nature
Boost: On success, for 1 round, they cannot Drink.
Spell - Elemental | Athletics and Guile
Requirements: Athletics Proficiency 15, Guile Proficiency 15
Cause a 1 + TT/4 penalty on Severe Threshold.
Target 3 + TT
3 + 3 x TT minutes
Nature
Boost: On success, cause Tier 1 + TT/3 Slippery.
Spell - Suppression | Athletics and Guile
Requirements: Athletics Proficiency 21, Guile Proficiency 21
As a creature would make a skill or damage roll, they choose to pay 1 Energy or lose 1d12 on the roll.
Aura 3 + TT/2
1 + TT rounds
Boost: After a creature pays Energy to this effect, heal 1 Energy.
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