Go to top
Sign up to access the character builder and receive our newsletter.

Affinity Abilities
Air
Trick - Infusion
Requirements: Attuned to Air Affinity
Gain Immunity to Wind. The Wind Tier is increased or decreased by up to 1 + TT/2.
Range Aura 3 + TT x 3   Duration 1 + TT minutes
Tornadoes and a gentle breeze are available to you for entertainment and comfort.
Arcanist
Response - Suppression
Requirements: Attuned to Arcanist Affinity
After becoming aware of a magical ability you have succeeded knowledge about, creatures gain +2 on defenses against the ability.
Range Aura 0 + TT   Duration 1 round
An innate understanding of magic allows you to properly deflect it.
Athlete
Aspect - Might
Requirements: Attuned to Athlete Affinity
Reduce penalties from Encumbered by 1 + TT/2.
Obstacles and adversity are nothing but more chances to hone your body.
Body
Aspect - Might
Requirements: Attuned to Body Affinity
Gain 1 + TT/2 Grit Pool and increase the Grit you heal from Recovery by 1.
It takes more to strike you down than foes expect and you always bounce back faster than others, ready for another round.
Chaos
Response - Infusion
Requirements: Attuned to Chaos Affinity
After another target creature rolls, attack with 1 + TT/2 d12 to cause them to reroll. They cannot choose not to defend against this.
Range Target 1 + TT   Defense Zeal
Tilting the odds in your favor has never been your bag, too subtle. But forcing your opponents to contend against the odds twice? That’s a lot more fun.
Construction
Aspect - Finesse
Requirements: Attuned to Construction Affinity
Reduce your DL to Craft and Repair by 1 + TT.
Craftsmen simply help materials reveal their desired shape with skill and speed.
Curative
Trick - Infusion
Requirements: Attuned to Curative Affinity
Reduce the Tier of 1 treatable Ailment afflicting target creature by 1.
Range Target 1 + TT   Defense Nature
It’s a good medic that can bring comfort and relief to a patient, it’s a great one that can heal the whole body rather than a symptom at a time.
Decay
Trick - Suppression
Requirements: Attuned to Decay Affinity
Ongoing effects lose 1 duration.
Range Burst 1 + TT
Material rot is a reality most attempt to escape. It’s with pleasure you remind them that the immaterial is just as susceptible.
Despair
Trick - Suppression
Requirements: Attuned to Despair Affinity
Creatures take -1 on Skill rolls.
Range Burst 1 + TT   Duration 1 round
Despair hangs about you, a lingering miasma. Enemies shrink away, losing their confidence and forgetting their training.
Earth
Response - Elemental
Requirements: Attuned to Earth Affinity
After target creature moves on Land, cause Balance, DL increased by 3 + TT.
Range Target 3 + TT x 3
Be it a low rumble or great shattering, the earth shows its favor for you by forcing the enemy to stumble across its shifting surface.
Environmental
Aspect - Might
Requirements: Attuned to Environmental Affinity
Treat Environmental Factors, Precipitation, and Obscurement as 1 + TT Tiers closer to 0.
Nature walks have always been a pleasant stroll, the complaints of others a source of great amusement.
Fire
Trick - Elemental
Requirements: Attuned to Fire Affinity
For each Burning Ailment and Fire in 2 + TT target spaces, increase or decrease it by 1 Tier.
Range Target 3 + TT
Fire’s gifts are treacherous but powerful. At the edges it whispers always for the same thing, burn the world by your direction.
Gravity
Trick - Elemental
Requirements: Attuned to Gravity Affinity
Target creature can change what direction counts as down for them as a reaction to moving as long as there is a surface that they could walk on in that direction in 1 + TT/4 range.
Range Target 1 + TT   Duration 3 + TT rounds
You and gravity have a very sturdy relationship.
Guardian
Response
Requirements: Attuned to Guardian Affinity
Aid another target creature's defense roll. Increase the bonus granted by 1.
Range Target 1 + TT
There are people others want at their back, but you’re someone they need.
Hero
Aspect - Might
Requirements: Attuned to Hero Affinity
Gain +1 +TT/2 Severe Threshold. and reduce Awareness penalty from Unaware by +1 + TT.
You never admit defeat, standing time and again after all others have fallen.
Hope
Response
Requirements: Attuned to Hope Affinity
After a roll, roll 1 + TT/2 d12 to gain +1, DL 9.
Range Self
Hope isn’t a passive feeling to you, it’s an action taken. Hardship, fear, struggle, pain, all of these things can, and will, be overcome.
Imagination
Aspect - Charisma
Requirements: Attuned to Imagination Affinity
Once each round, you can Aid a creature in 1 + TT range as if you had Tier 1 + TT/4 in the Skill. You can Aid using Tier 1 Skills in this way and this does not use an action.
The friends you bring to reality may not be as “real” as those of flesh and blood, but that doesn’t stop them from being useful.
Leader
Trick
Requirements: Attuned to Leader Affinity
Up to 2 + TT targets reduce the DL to Manifest abilities and gain the effects of abilities by 2.
Range Target 12   Duration 1 + TT/3 rounds   Defense Endure
When you speak, others listen, inspiring your allies and bringing them back to task without difficulty.
Marksman
Trick
Requirements: Attuned to Marksman Affinity
Reduce the amount you need to exceed defense with Called Shot by +1 + TT/3.
Range Self   Duration 1 + TT rounds
When people ask how you made the “impossible” shot, you struggle for words. You saw it, you wanted to hit it, you hit it. What else is there?
Mind
Aspect - Wit
Requirements: Attuned to Mind Affinity
You can Focus on an additional 1 + TT/2 subjects.
They say multitasking makes you worse at everything. Clearly they’ve never met you. Looking for a forgery, watching for that irritating fly, and noting where the guard is all at once is all in a day’s work.
Mobile
Aspect - Finesse
Requirements: Attuned to Mobile Affinity
Gain +1 + TT/2 on Mobility rolls.
Whether by weight training or packing efficiently, the burdens you carry won’t be the thing to slow you down. Where others fall short, you go the extra mile.
Naturalist
Aspect - Wit
Requirements: Attuned to Naturalist Affinity
Gain +1 + TT/3 on Nature rolls for utility and adventuring actions.
Cleaving creatures to you at a rate few others can achieve, rarely are you ever truly alone.
Necrotic
Trick - Transference
Requirements: Attuned to Necrotic Affinity
Scry on target corpse. See the last 1 + TT minutes of the creatures life through their eyes.
Range Target 0
Connecting to the dead in a way few others can, or want to for that matter, can be invaluable. Bringing justice to the murdered, giving closure to the grieving, or pilfering information, the dead’s last few moments are fair game.
Order
Response
Requirements: Attuned to Order Affinity
As target creature would reroll or use a reaction, attack with 1 + TT/2 d12 to prevent it.
Range Target 3 + TT   Defense Zeal
It’s less about control and more about keeping things fair, at least, that’s what you tell yourself. Everyone gets one chance, and if they blow it? They blow it. No redos.
Radiant
Aspect - Charisma
Requirements: Attuned to Radiant Affinity
Gain 1 + TT/2 Energy Pool and increase the Energy you heal from Recovery by 1.
Pushing the shadows back comes naturally, as does nurturing the light. However, being a candle in the dark for others means being a barrier to some.
Scout
Trick
Requirements: Attuned to Scout Affinity
You and allies cannot be Ambushed.
Range Aura 3 + TT   Duration 1 + TT rounds
A lookout when young for the local gang, a shepherd of the herd as it grazed, or a skilled guardsman, you developed the ability to keep a keen eye.
Senses
Trick - Suppression
Requirements: Attuned to Senses Affinity
Treat Concealment as 1 + TT/3 Tiers lower.
Range Self   Duration 1 + TT round
Others might be baffled by efforts to hide or conceal, but with a glance from you the subterfuge is peeled away.
Shadow
Trick - Illusion
Requirements: Attuned to Shadow Affinity
Gain Tier 1 + TT/3 Concealment against each type of sense.
Range Self   Duration 1 + TT rounds
Shadows cling to you, the darkness a guardian against pain.
Space
Trick - Elemental
Requirements: Attuned to Space Affinity
Attack target with 1 + TT/2 d12 to Reposition them in any direction or knock them Prone.
Range Target 3 + TT   Defense Athletics
It’s not just about being aware of the space around you, but how to manipulate the creatures within it. Given enough power you can put anyone, anywhere, anytime.
Spiritual
Aspect - Charisma
Requirements: Attuned to Spiritual Affinity
Gain 1 + TT/2 Resolve Pool and increase the Resolve you heal from a Recovery by 1.
It’s not only about how materially practiced you are in a given ability, but how aligned you are with your own energies. The better the internal awareness, the greater the external affect.
Tactician
Trick
Requirements: Attuned to Tactician Affinity
Up to 2 + TT target creatures gain all benefits of being Focused on any subject you are Focused on.
Range Target 12   Duration 1 + TT/3 rounds   Defense Observe
Your insights on the battlefield are a boon to you and yours.
Time
Response - Transference
Requirements: Attuned to Time Affinity
After you roll, roll 1 + TT d12 to reroll, DL 12.
Range Self
Others pray for second chances, you make them actually happen.
Tinker
Aspect - Finesse
Requirements: Attuned to Tinker Affinity
You can use broken objects as if they are not broken and use objects as raw material worth 10 + 5 x TT % of their Bulk.
There’s always a use for the bits and bobs you collect in your various pockets and packs, all you have to do is find it.
Trickster
Trick - Infusion
Requirements: Attuned to Trickster Affinity
Roll 1 + TT/2 d12 so next Spell you Manifest this turn does not require a Free Limb or speaking, DL 9.
Range Self
Most abilities require a word or wave of the hand, but you know how to flex your will just enough to nudge energies in your direction. If it leaves others bamboozled? All the better.
Umbral
Aspect - Might
Requirements: Attuned to Umbral Affinity
Gain 1 + TT/2 Magical Reduction.
The immaterial energies of manifestations struggle to find purchase on you, sometimes sliding away entirely.
Water
Aspect - Wit
Requirements: Attuned to Water Affinity
Gain +1 + TT on range with Displacement and Awareness rolls when sensing targets in areas of water or mist.
Water knows its own, having passed on its unique senses. In any body of water you’re always more in tune to disturbances, tracking your quarry even in the densest fog or widest river.
© Grinning Demon Games ~ admin@SoulshardsRPG.com
Yitzi Santer: Creator | Clinton Menezes: Lead Developer | Travis Almon: Lead Writer
Merch Store ~ The Team ~ Our Friends