Go to top
When others have long since given in, the Fortress is there and still thriving. Shrugging off ailments and wounds that would fell all but the sturdiest, you alone will be left when all is said and done.
Curative Hero Water
Aspect - Might | Athletics and Endure
Lock 1 + TT Ailments with a defense. Reduce the DL to reduce the Tier of the Locked Ailment by 1 + TT/4.
Boost: When you reduce a Locked Ailment Afflicting you, reduce it an additional Tier.
Hero Tinker Animal
Aspect - Might | Athletics and Endure
You can don armor in half the time. Ignore 1 + TT/4 Bulk of worn armor to determine your carried Bulk.
Boost: While donning armor on all parts, gain 1 Physical Reduction. Reduce your armor penalty by TT/3.
Body Hero Animal
Aspect - Might | Athletics and Endure
When you would become Unconscious, roll Endure Defense to stay conscious, DL 9 - TT/2.
Boost: Unconscious never causes you to fall Prone or drop Gripped objects.
Guardian Hope Tactician
Gain +1 on defenses. Lose this bonus for 1 round after you attack.
Boost: Creatures cannot become Focused on other subjects within 1 + TT/4 range of you.
Hero Order Tinker
Aspect - Wit | Athletics and Endure
Increase the face value attackers need to benefit from Bashing against you by 1 + TT/4.
Boost: Also incrase the face value needed to benefit from Stabbing.
Hero Hope Time Potion
Spell - Infusion | Athletics and Endure
Prevent the next 1 + TT Injury you would take.
Range Self   Duration 1 round
Boost: After this reduces Injury, deal 1 Time damage to any creature that caused the Injury.
Advanced Abilities
Those that practice and excel in the Fortress style gain access to these more unique abilities.
Gravity Hero
Requirements: Athletics Proficiency 9, Endure Proficiency 9
1 Resolve: After an attack succeeds against you, gain 1 + TT/3 physical Reduction against the attack.
Boost: Gain +1 on physical attack rolls against them for 1 round.
Hero Hope
Requirements: Athletics Proficiency 9, Endure Proficiency 9
1 Resolve: As you would gain a treatable Ailment, roll 1d12 to prevent that Ailment, DL 9 - TT/2.
Boost: You can use this to prevent Exhausted.
Body Naturalist Animal
Aspect - Might | Athletics and Endure
Requirements: Athletics Proficiency 15, Endure Proficiency 15
Lock 1 + TT/3 of Air, Earth, Fire, Water, Radiant or Necrotic. Gain 6 Reduction to Locked Elements.
Boost: Gain +1 on defenses against effects of the Locked Elements.
Body Hero Animal
Aspect - Might | Athletics and Endure
Requirements: Athletics Proficiency 15, Endure Proficiency 15
Gain +1 + TT on Overexertion rolls.
Boost: Halve the time it takes to reduce Exhausted gained from Overexertion.
Body Hero Order
Requirements: Athletics Proficiency 21, Endure Proficiency 21
Reduce Injury you would take by 1 + TT/6.
Range Self   Duration 3 + TT rounds
Boost: Reduce Tiers of treatable Ailments and Wounded caused to you by 1.
Body Hero Order
Requirements: Athletics Proficiency 9, Endure Proficiency 9
Choose Stabbing, Bashing, or Chopping. Gain 3 + TT/4 Reduction against the chosen Strike Type.
Range Self   Duration 3 + TT rounds
Boost: You can choose Mystical.
© Grinning Demon Games ~ admin@SoulshardsRPG.com
Yitzi Santer: Creator | Clinton Menezes: Lead Developer | Travis Almon: Lead Writer
Merch Store ~ The Team
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------