Go to top
Leading the vanguard and rushing straight into the fray, the Stalwart stands strong at the forefront of battle.
Mind Tactician
Choose 1 + TT target subjects. You cannot sense those subjects.
Range Self   Duration 1 round
Boost: Gain 1 Physical Reduction against subjects you cannot sense.
Chaos Hero
Response | Endure and Martial
After an attack would succeed against you, if it targeted you and you used Guard against it, attack the attacker with 1 + TT/2 d12 to cause them to reroll.
Defense Zeal
Boost: Reroll your defense and lose the benefit of Guard.
Arcanist Curative Necrotic Potion
Spell - Infusion | Endure and Martial
After you cause Grit Injury to target creature, heal 1 Grit.
Range Target 1 + TT   Duration 3 + TT rounds   Defense Nature
Boost: If they would move away from you, they count as Tier 2 Held by you.
Hero Radiant Spiritual
Prevent the next 2 + TT x 2 Grit Pips you would suffer.
Range Self   Duration 1 round
Boost: As this would end, if it has not prevented any Pips, you can increase its duration by 1 round as a Reaction.
Hero Hope
Response - Transference | Endure and Martial
After you reroll a non-damage roll, gain +1 on that roll.
Boost: If you succeed, roll 1d12 to heal 1 Resolve, DL 9 - TT/2.
Guardian Tactician
While Focused on a subject, after it moves, you can move 1 space towards it.
Boost: While Focused on an Ally in 1 + TT range, you can target them with effects that have range Self.
Advanced Abilities
Those that practice and excel in the Stalwart style gain access to these more unique abilities.
Curative Hero Mobile
Requirements: Endure Proficiency 9, Martial Proficiency 9
Lock 1 + TT/2 Treatable Ailments. Remove the Locked Ailments.
Range Self
Boost: Heal 1 + TT/3 Movement.
Body Hero Hope
Response | Endure and Martial
Requirements: Endure Proficiency 15, Martial Proficiency 15
2 Resolve: After an attack succeeds against you, you cannot become Unconscious.
Range Self   Duration 1 + TT/3 rounds
Boost: Gain +1 on Skill rolls.
Body Hero Animal
Requirements: Endure Proficiency 9, Martial Proficiency 9
Gain 1 + TT/4 Physical Reduction.
Range Self   Duration 3 + TT rounds
Boost: Gain TT/3 Reduction against each Element.
Mobile Tactician Animal
Response | Endure and Martial
Requirements: Endure Proficiency 9, Martial Proficiency 9
After rolling a defense, for each face value 12 - TT/4 or higher you rolled, move up to 1 space.
Boost: This Movement does not cost Pips.
Fire Hero Hope
Requirements: Endure Proficiency 21, Martial Proficiency 21
1 Resolve: Ignore effects of Ailments afflicting you.
Range Self   Duration 1 round
Boost: Gain +1 + TT/3 on defenses against Ailments.
Body Naturalist Mobile
Requirements: Endure Proficiency 15, Martial Proficiency 15
Gain +1 on Mobility rolls and Endure defense.
Range Self   Duration 1 + TT hours
Boost: Use Recovery.
© Grinning Demon Games ~ admin@SoulshardsRPG.com
Yitzi Santer: Creator | Clinton Menezes: Lead Developer | Travis Almon: Lead Writer
Merch Store ~ The Team
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------