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Athlete Hope
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.
Athlete Despair
1 Resolve: Disarm, then Reposition the same target.
Range Target 0
Boost: Then cause Balance, DL increased by 1 + TT.
Mobile Space Tactician
Counts as 1 + TT sizes larger to determine your Reach.
Range Self   Duration 3 + TT rounds
Boost: Gain +1 Movement Pool.
Body Decay Marksman
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.
Chaos Mind Tactician
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.
Despair Naturalist
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.
Duration 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.
Arcanist Decay Umbral
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.
Range Target 3 + TT x 3   Defense Endure
Boost: Gain a bonus on your roll to Dispel equal to 1/2 Injury.
Athlete Body Order
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.
Naturalist Potion
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.
Range Self   Duration 3 + TT hours
Boost: Your Unarmed Strikes gain the Connected Ailment of the Element.
Decay Naturalist Earth
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.
Range Self   Duration 3 + TT rounds
Boost: Gain +1 + TT/3 on defenses against magical poisons.
Despair Naturalist Necrotic
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.
Hero
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
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