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As with all conflict, many find success in their survival and fewer find success in victory, but those alone who desire to win at any cost call themselves Opportunists. The Opportunist measures their achievements not with honor but with their results.
Fire Hero Hope
Aspect - Might | Martial and Guile
Gain 1 + TT/2 Water Reduction.
Boost: Gain TT/3 on defense against effects that cause you to change or Drop Focus.
Despair Gravity Tactician
Response | Martial and Guile
After making an attack while your attacking limb is at a higher elevation than the highest elevation of your target, deal +1 + TT/3 damage.
Boost: On success, attack Endure with Injury d12 to cause Tier 1 Dazzled.
Despair Earth Tactician
Attack with Martial to deal 1 + TT/6 bashing damage to target Prone creature.
Range Target 0   Defense Elude
Boost: For 1 round, increase the cost to rise from Prone by 1 Minor Action.
Athlete Shadow
After you cause Grit Injury, heal 1 + TT/4 Minor Action.
Boost: Then attack Zeal with Injury d12 to deal 1 Minor Action damage.
Body Decay Marksman Animal
Response | Martial and Guile
After succeeding a physical attack, deal +1 damage for each time you have Injured the target since the end of your last turn.
Boost: Then attack Endure with Injury d12 to cause Tier 1 + TT/3 Trauma.
Chaos Naturalist Fire
Spell - Elemental | Martial and Guile
The Soulweaver rolls now to spread fire 1 + TT/2 times.
Range Burst 3 + TT x 3
Boost: 1 Energy: Each space of fire creates Tier 1 + TT/3 smoke in a Burst 1.
Advanced Abilities
Those that practice and excel in the Opportunist style gain access to these more unique abilities.
Arcanist Decay Umbral
Response - Suppression | Martial and Guile
Requirements: Martial Proficiency 9, Guile Proficiency 9
When you trigger Devastating, deal +1 + TT/3 damage.
Boost: After triggering Devastating, attack Dispel Defense with 1 + TT/2 d12 to Dispel target Spell on the creature.
Athlete Mobile Animal
Response | Martial and Guile
Requirements: Martial Proficiency 9, Guile Proficiency 9
After you are Tripped by a creature, use Trip against that creature.
Boost: If you succeed the Trip, then move 1 + TT/3 spaces without gaining Pips.
Despair Shadow
Response | Martial and Guile
Requirements: Martial Proficiency 21, Guile Proficiency 21
After a creature ends their turn, if they did not move during their turn, make a melee attack against them.
Boost: Any reaction used against this attacks suffers a 1 + TT/2 penalty on rolls to use it or determine if its effect succeeds.
Order Tactician Time
Requirements: Martial Proficiency 9, Guile Proficiency 9
Gain 3 + TT/4 Minor Action Pool.
Range Self   Duration 1 round
Boost: Once during this effect, you can use a Trick as a reaction to any action.
Arcanist Chaos Umbral
Response - Transference | Martial and Guile
Requirements: Martial Proficiency 15, Guile Proficiency 15
After you cause Injury with a weapon, release a Held Spell that has a single target against the Injured target. The Spells range becomes equal to the weapons range.
Boost: Attack Magic with 1 + TT/3 d12 to cause a penalty on defense against the Spell equal to Injury.
Chaos Despair Marksman
Response | Martial and Guile
Requirements: Martial Proficiency 15, Guile Proficiency 15
After you succeed a melee attack against a creature, roll for a part a number of times equal to half the damage you would deal. Instead of dealing damage, cause Tier 1 + TT/3 Wounded to a rolled part of your choice.
Boost: 1 Resolve: Then cause Tier 1 + TT/4 Paralyzed.
© 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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