Leading the vanguard and rushing straight into the fray, the Stalwart stands strong at the forefront of battle.
Trick | Endure and Martial
Choose 1 + TT target subjects. You cannot sense those subjects.
Self
1 round
Boost: Gain 1 Physical Reduction against subjects you cannot sense.
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.
Zeal
Boost: Reroll your defense and lose the benefit of Guard.
Spell - Infusion | Endure and Martial
After you cause Grit Injury to target creature, heal 1 Grit.
Target 1 + TT
3 + TT rounds
Nature
Boost: If they would move away from you, they count as Tier 2 Held by you.
Talent | Endure and Martial
Prevent the next 2 + TT x 2 Grit Pips you would suffer.
Self
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.
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.
Stance | Endure and Martial
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.
Talent | Endure and Martial
Requirements: Endure Proficiency 9, Martial Proficiency 9
Lock 1 + TT/2 Treatable Ailments. Remove the Locked Ailments.
Self
Boost: Heal 1 + TT/3 Movement.
Response | Endure and Martial
Requirements: Endure Proficiency 15, Martial Proficiency 15
2 Resolve: After an attack succeeds against you, you cannot become Unconscious.
Self
1 + TT/3 rounds
Boost: Gain +1 on Skill rolls.
Talent | Endure and Martial
Requirements: Endure Proficiency 9, Martial Proficiency 9
Gain 1 + TT/4 Physical Reduction.
Self
3 + TT rounds
Boost: Gain TT/3 Reduction against each Element.
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.
Trick | Endure and Martial
Requirements: Endure Proficiency 21, Martial Proficiency 21
1 Resolve: Ignore effects of Ailments afflicting you.
Self
1 round
Boost: Gain +1 + TT/3 on defenses against Ailments.
Talent | Endure and Martial
Requirements: Endure Proficiency 15, Martial Proficiency 15
Gain +1 on Mobility rolls and Endure defense.
Self
1 + TT hours
Boost: Use Recovery.
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