TEXT: Spheres Apocrypha: 
  Debilitating 
  Talents
  
  2
  The following Spheres of Might talents all increase the num-
  ber of ways you can debilitate and weaken your enemies, en-
  suring you the edge in combat that decides victory or defeat.
  Basic Talents
  Alchemy Sphere
  Diseased Venom (toxin)
  You may create a poison that causes the target to contract a 
  disease (Fortitude negates). The disease is chosen at the time of 
  creation, selected from the following diseases: bubonic plague, 
  cackle fever, filth fever, leprosy, mind fire, red ache, shakes, or 
  slimy doom. The disease is contracted immediately (the onset 
  period does not apply), and uses your Alchemy sphere save DC 
  instead of the disease’s DC. This toxin is considered to be a 
  disease instead of a poison.
  Special: With GM discretion, you may select a different dis-
  ease at the time of creation, instead of the diseases listed.
  Disorientating Venom (toxin)
  You may choose for your poison to disrupt a creature’s ability 
  to focus. As long as the creature is affected by this poison, at 
  the start of their turn, they must succeed a Will saving throw 
  or be unable to spend or regain their martial focus for 1 round.
  Haemophilic Venom (toxin)
  Instead of causing fatigue, your poison thins the target’s blood 
  greatly. Creatures under the effects of this poison suffer 1 addi-
  tional point of bleed damage whenever they would take bleed 
  damage. For every 4 ranks in Craft (alchemy) you possess, crea-
  tures suffer 1 additional point of bleed damage. Additionally, 
  whenever the creature would suffer a critical hit, the creature 
  suffers an additional 1d4 points of bleed damage.
  A creature under the effects of this poison is also considered 
  to be taking bleed damage for the purposes of the blood control 
  sphere ability of the Blood sphere.
  Athletics Sphere
  Bewildering Blow (motion)
  As long as you have martial focus, whenever you would suc-
  cessfully make an Acrobatics check to avoid provoking an at-
  tack of opportunity from an enemy when you move through 
  its threatened area of its space, the enemy must succeed on a 
  Will save or become battered for 1 round. If you move more 
  than half your base speed, the battered condition lasts for 1 
  additional round for every 5 ranks in the skill associated with 
  the package you possess.
  Scoundrel Sphere
  Flustering Antics (trick)
  Whenever you successfully perform a steal or dirty trick com-
  bat maneuver the target must succeed at a Will save or lose 
  their martial focus. On a failed save, you may regain your mar-
  tial focus as an immediate action.
  Lingering Slight
  Whenever you successfully perform a dirty trick combat ma-
  neuver against a creature that is currently not affected by a 
  condition inflicted by a previous dirty trick (whether your own 
  or another creature’s), you may expend your martial focus to 
  cause the condition caused by the maneuver remain for 1 addi-
  tional round after it would be removed. 
  Debilitating Talents
  
  3
  Trap Sphere
  Barbed Dart (dart)
  This dart deals 1 point of bleed damage per die rolled to the 
  target. This bleed damage cannot be healed unless the dart is 
  removed as a full-round action. The creature can remove the 
  dart as a swift action, but doing so deals 1d6 points of bleed 
  damage.
  Blunt Dart (dart)
  This thick dart deals nonlethal bludgeoning damage and in-
  creases the dart’s damage dice by one step.
  Warleader Sphere
  Disarming Roar (shout)
  You may expend your martial focus to cause all affected ene-
  mies to attempt a Will saving throw. On a failed save, the crea-
  ture loses their martial focus. This is an instantaneous effect.
  Wrestling Sphere
  Tackle
  You may attempt a grapple at the end of a charge in place of 
  the normally granted attack. If this grapple attempt is success-
  ful, the creature must succeed at a Reflex save or fall prone.
  Legendary Talents
  Alchemy
  Aging Toxin (toxin)
  Prerequisites: Craft (alchemy) 10 ranks, Alchemy sphere.
  You may choose for your poison to begin to aggressively age 
  the creature, increasing their age category by 1 instead of mak-
  ing them fatigued. For each time the creature fails a consec-
  utive saving throw against this poison, it increases their age 
  by 1 additional category. This poison does not add or remove 
  bonuses to mental ability scores. This poison cannot cause the 
  target to die of old age. The effects of different age categories 
  are cumulative. The effects of this toxin are permanent, but 
  can be removed with the Break Enchantment Life talent, or a 
  similar effect.
  Age Category
  Physical Penalties
  Young Adult
  none
  Middle Age
  -1 to all physical ability scores
  Old Age
  -2 to all physical ability scores
  Venerable
  -3 to all physical ab ility scores
  Credits
  Creative Director: Adam Meyers
  Author: Brad Whittingham
  Editor: Johannes Luber
  Layout: Rachel Meyers
  
  4
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  Spheres Apocrypha: Debilitating Talents © 2017, Drop Dead 
  Studios; Authors: Brad Whittingham
  
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