Few will ever know the true inner fire that burns in the souls of the Fated. Unwavering faith and purpose drives them forward in their quest with undeniable intensity and absolute belief in their own righteousness.
Trick | Endure and Zeal
Gain +1d12 on physical attacks against creatures you are Focused on and suffer -1d12 on physical defenses. You cannot be in any Stance.
Self
1 round
Boost: When you cause an Ailment to a creature you are Focused on, increase the Tier caused by 1 + TT/6. When you suffer an Ailment, increase the Tier by 1.
Talent | Endure and Zeal
Your attacks gain Devastating.
Self
3 + TT rounds
Boost: Increase your range of face values that trigger Devastating by 1 + TT/6.
Response | Endure and Zeal
As you declare a physical attack, it gains damage equal to any Collision damage you would take if you Collided now.
Boost: For 1 round, gain +2 + TT x 3 on Soften Collision.
Aspect - Charisma | Endure and Zeal
Gain 1 + TT/2 Ferocity Pool. As you suffer Grit Injury, you can pay 1 Ferocity to reduce the Injury by 1. While Focused on a creature, you can pay 1 Resolve as a Trick to heal 1 + TT/6 Ferocity.
Boost: As you deal physical damage, you can pay 1 Ferocity to gain +1 damage.
Trick - Transference | Endure and Zeal
1 Resolve: Your next attack this round gains +1 + TT/4 damage.
Boost: 1 Energy: If the attack causes Injury, heal 1 + TT/4 Grit.
Stance | Endure and Zeal
After Injuring a creature with a Chopping weapon, you can use the same weapon to make a melee attack against a creature that is adjacent to the creature you Injured.
Boost: Repeat this effect 1 + TT times except you cannot target a single creature more than once.
Advanced Abilities
Those that practice and excel in the Zealot style gain access to these more unique abilities.
Trick - Infusion | Endure and Zeal
Requirements: Endure Proficiency 9, Zeal Proficiency 9
Choose a Skill not affected by this ability: Heal 1 + TT/4 Energy. Have -1d12 on rolls with chosen Skills for 24 hours.
Boost: For 1 round, reduce your total Energy cost for Augmented actions by 1.
Aspect - Might | Endure and Zeal
Requirements: Endure Proficiency 9, Zeal Proficiency 9
While Focused on a creature, treat the Tier of Wounded afflicting you as 1 + TT/3 Tiers lower to determine penalties.
Boost: After suffering a Serious Injury from a creature you are Focused on, heal 1 Reoslve.
Aspect - Might | Endure and Zeal
Requirements: Endure Proficiency 15, Zeal Proficiency 15
At the beginning of your turn, if you are Conscious and your Grit Pool is full, heal 1 + TT/2 Grit.
Boost: While your Grit Pool is full, gain +1 + TT on rolls to reduce Trauma afflicting you.
Trick | Endure and Zeal
Requirements: Endure Proficiency 15, Zeal Proficiency 15
Repeat the effect of a Trick you used this turn.
Boost: Roll 1d12 to repeat the effect again, DL 12 - TT/2.
Response - Suppression | Endure and Zeal
Requirements: Endure Proficiency 9, Zeal Proficiency 9
After causing Injury with a Bashing weapon, attack with Injury d12 to Dispel target Spell on the Injured target.
Dispel Defense
Boost: Gain +1 + TT/3 on the attack roll to Dispel.
Response | Endure and Zeal
Requirements: Endure Proficiency 21, Zeal Proficiency 21
After a creature causes Grit Injury to you, make a physical attack against them.
Boost: Gain +1 + TT/3 on your attack roll. Increase the damage you deal by half the amount you exceed their defense.
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Yitzi Santer: Creator | Clinton Menezes: Lead Developer | Travis Almon: Lead Writer Merch Store ~ The Team |