Fervor and intensity are embodied in each step on the path that the Crusader walks. The blows they deal and the their resistances are emboldened by devotion and determination to their cause.
Response | Martial and Zeal
As you would cause more than 1 Ailment with a single effect, choose 2 of them. Do not cause 1 of them and add the Tiers you would have caused of it to the other.
Boost: You can choose an additional 1 + TT/4 Ailments to add its Tiers to the Ailment caused.
Stance | Martial and Zeal
Gain +1 on Magic defense and defense against effects that cause Treatable Ailments.
Boost: Gain +1 + TT/3 on rolls to reduce Ailments afflicting you.
Aspect - Charisma | Martial and Zeal
Gain 1 + TT Devotion Pool. You can use Devotion to pay Resolve costs. You can replace the benefit of a Recovery with removing 2 Devotion Pips.
Boost: As a Minor Acton, pay 1 Resolve to heal 1 Energy.
Response - Illusion | Martial and Zeal
After Injuring a creature with a melee attack, it sheds Tier 2 + TT/4 light in an Aura 4.
3 + TT rounds
Boost: The target counts as 1 + TT sizes larger to determine the number of d12 the Soulweaver rolls to determine success of Attacking Blind.
Spell - Elemental | Martial and Zeal
Gain Immunity to Burning.
Self
3 + TT rounds
Boost: 2 Energy: At the end of your turn, heal 1 + TT/6 Grit.
Flames engulf you but do no harm.
Talent | Martial and Zeal
Cause Tier 1 + TT/3 Frightened to creatures who can hear you.
Burst 3 + TT
Poise
Boost: Creatures who become Frightened Focus on you.
Advanced Abilities
Those that practice and excel in the Crusader style gain access to these more unique abilities.
Trick | Martial and Zeal
Requirements: Martial Proficiency 15, Zeal Proficiency 15
1 Resolve: Gain +2 + TT/3 - prior successes on Grit damage.
Self
1 round
Boost: Attack Poise with 1d12 in a Burst 1 to cause Tier 1 Paralyzed.
Aspect - Might | Martial and Zeal
Requirements: Martial Proficiency 21, Zeal Proficiency 21
As you would pay a Resolve cost, roll 1d12 to reduce the cost by 1 and gain +1 on defenses for 1 round, DL 9 - TT/4.
Boost: Gain +1d12 on physical attack rolls and TT/3 on physical damage.
Response | Martial and Zeal
Requirements: Martial Proficiency 9, Zeal Proficiency 9
1 Resolve: After causing Injury, use Demoralize against the target with Injury d12 as the attack roll.
Poise
Boost: Increase the Tier of Frightened caused by 1 + TT/2.
Spell - Elemental | Martial and Zeal
Requirements: Martial Proficiency 15, Zeal Proficiency 15
Deal 3 + TT/2 Radiant damage to undead creatures.
Cone 3 + TT
Nature
Boost: 1 Energy: Heal living creatures 2 + TT/2 Grit.
Talent | Martial and Zeal
Requirements: Martial Proficiency 9, Zeal Proficiency 9
After causing Injury to an undead creature, attack Endure with Injury d12 to deal 2 + TT Radiant damage to it.
Self
3 + TT rounds
Boost: After causing Injury with this effect, roll Injury d12 to cause Tier 1 Burning, DL 6. Increase the Tier caused by 1 for each 3 you exceed the DL.
Spell - Infusion | Martial and Zeal
Requirements: Martial Proficiency 9, Zeal Proficiency 9
1 Resolve: After suffering a Serious Injury, heal 4 + TT/2 Grit and this ends.
Self
12 + TT x 12 minutes
Boost: Then, reduce treatable Ailments 1 Tier.
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Yitzi Santer: Creator | Clinton Menezes: Lead Developer | Travis Almon: Lead Writer Merch Store ~ The Team |