Many a drink has been raised by those who have been saved by Defenders. Guardians and heroes to others, they protect their allies with armored defenses and will gladly step in to take blows meant for their comrades.
Response | Endure and Elude
After a physical attack succeeds against target creature, take 1 + TT/2 of the Injury instead of them.
Target 0
Boost: Then the creature can move up to 1 space as a reaction.
Stance | Endure and Elude
After a creature in Reach moves, you can also move 1 space in the same direction.
Boost: 1 + TT/2 Allies in Reach have +1 on defenses against physical attacks.
Response | Endure and Elude
After a roll for a part is made against another target creature, roll 1d12 to reduce the part roll by 1, DL 9 - TT/2. If this reduces the roll to 0, prevent the effect.
Target 0
Boost: Reduce the roll by an additional 1.
Aspect - Might | Endure and Elude
Gain +1 + TT/2 on Hinder Attack rolls.
Boost: Cause an additional 1 + TT/4 penalty on attack rolls you hinder.
Spell - Transference | Endure and Elude
Creatures gain 6 Magical Reduction. After the first time this Reduction is applied, this ends.
1 Aura
1 + TT rounds
Boost: After a Spell succeeds against a creature, reduce its duration to half and this effect ends.
Trick | Endure and Elude
Attack with 1 + TT/3 d12 to switch positions with target creature unless either of you is Held or unable to move.
Target 0
Athletics
Boost: 1 Resolve: For 1 round, gain +2 on defense against reactions.
Advanced Abilities
Those that practice and excel in the Defender style gain access to these more unique abilities.
Aspect - Finesse | Endure and Elude
Requirements: Endure Proficiency 9, Elude Proficiency 9
You can use Guard to benefit creatures in Reach of the source of the Guard.
Boost: If another creature is damaged by an attack you used Guard against, they gain 1 + TT/4 physical reduction against that attack.
Response - Suppression | Endure and Elude
Requirements: Endure Proficiency 21, Elude Proficiency 21
As another target creature would become Unconscious, they don't.
Target 0
Boost: They heal 1 + TT/4 Grit.
Response - Infusion | Endure and Elude
Requirements: Endure Proficiency 15, Elude Proficiency 15
1 Resolve: As target creature would take Injury, prevent 2 + TT/2 Injury. Heal Grit equal to half the Injury prevented.
Target 0
Boost: Prevent Injury to each of 2 target creatures.
Trick | Endure and Elude
Requirements: Endure Proficiency 9, Elude Proficiency 9
As long as target creature is in Reach, you can activate Guard in response to attacks against them to grant them the benefit.
1 + TT rounds
Boost: If an attack you Guard against in this way fails, heal 1 Minor Action.
Spell - Mutation | Endure and Elude
Requirements: Endure Proficiency 9, Elude Proficiency 9
Target gains +1 + TT/3 d12 on defense again non-magical diseases and corrosive poisons.
Target 0
3 + TT rounds
Nature
Boost: They gain TT/4 Physical Reduction.
Response | Endure and Elude
Requirements: Endure Proficiency 15, Elude Proficiency 15
As target creature is attacked, roll the same defense. They can use your defense in place of their own.
Target 3 + TT
Boost: If they use your defense and the attack succeeds, the attack affects you instead.
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Yitzi Santer: Creator | Clinton Menezes: Lead Developer | Travis Almon: Lead Writer Merch Store ~ The Team |