Response | Martial and Nature
1 Resolve: As a melee attack is declared against you, remove 1 + TT/4 d12 from the attack roll.
Boost: If the attack fails, heal 1 Energy.
Talent | Martial and Nature
1 Resolve: Disarm, then Reposition the same target.
Target 0
Boost: Then cause Balance, DL increased by 1 + TT.
Talent | Martial and Nature
Counts as 1 + TT sizes larger to determine your Reach.
Self
3 + TT rounds
Boost: Gain +1 Movement Pool.
Response | Martial and Nature
After succeeding a physical attack that deals Grit damage and not causing Injury, apply effects as if you caused 1 + TT/3 Injury.
Boost: Deal 1 Body damage to the target.
Stance | Martial and Nature
If you do not take a Major Action during your turn, gain +1 + TT/3 on rolls as part of Reactions for 1 round.
Boost: 1 Resolve: Gain this bonus on rolls to use actions as part of Prepare Action.
Trick - Infusion | Martial and Nature
Lock 1 + TT/2 of silver, Fire, Water, Earth, and Air. Choose a Locked option. Your Unarmed Strikes count as the Locked options when causing Injury.
1 round
Boost: 1 Resolve: Your Unarmed Strikes become Mystical Strike Type and deal half damage.
Advanced Abilities
Those that practice and excel in the Pugilist style gain access to these more unique abilities.
Response - Suppression | Martial and Nature
Requirements: Martial Proficiency 9, Nature Proficiency 9
After causing Injury with an Unarmed Strike, attack with 1 + TT/2 d12 to Dispel target Spell they Manifested.
Target 3 + TT x 3
Endure
Boost: Gain a bonus on your roll to Dispel equal to 1/2 Injury.
Aspect - Might | Martial and Nature
Requirements: Martial Proficiency 9, Nature Proficiency 9
You can begin and maintain stances even while flying, climbing, Crouched, Prone, or Held.
Boost: You can be in up to 2 + TT/3 Stances at the same time. When entering an additional stance, choose what previous stance ends.
Spell - Elemental | Martial and Nature
Requirements: Martial Proficiency 9, Nature Proficiency 9
Choose a material Element. If that Element is not in Reach, this Spell fails. The Element spreads around you and your Unarmed Strikes gain the chosen Element and +1 + TT/3 damage.
Self
3 + TT hours
Boost: Your Unarmed Strikes gain the Connected Ailment of the Element.
Talent | Martial and Nature
Requirements: Martial Proficiency 15, Nature Proficiency 15
Lock 1 + TT Poisons of Craft Tier 1 + TT/2 or Lower. After succeeding an Unarmed Strike, the creature is exposed to a Locked Poison.
Self
3 + TT rounds
Boost: Gain +1 + TT/3 on defenses against magical poisons.
Aspect - Might | Martial and Nature
Requirements: Martial Proficiency 21, Nature Proficiency 21
After you make an attack that causes Injury, deal half Injury damage of the same type to any other Pool they have.
Boost: When dealing damage, treat Reductions the subject has as 1 + TT/4 lower.
Response | Martial and Nature
Requirements: Martial Proficiency 15, Nature Proficiency 15
Lock 1 + TT/2 of Reposition, Trip, Disarm, or Grab. After causing Injury with a weapon that has a Locked property, use that action against the Injured creature with that weapon.
Boost: On success, deal 1 + TT/2 Bashing damage to the target. Use your attack roll from the action to determine the effect of Bashing.
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Yitzi Santer: Creator | Clinton Menezes: Lead Developer | Travis Almon: Lead Writer Merch Store ~ The Team |