Stalwart Abilities
Leading the vanguard and rushing straight into the fray, the Stalwart stands strong at the forefront of battle.
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Trick
Choose 1 + TT target subjects. You cannot sense those subjects.
![]() Boost: Gain 1 + TT/3 Physical Reduction against subjects you cannot sense.
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Response
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.
![]() Boost: Reroll your defense and lose the benefit of Guard.
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Spell - Infusion
After you cause Grit Injury to target creature in 6 + TT x 2 range, heal 1 Grit.
![]() ![]() Boost: If they would move away from you, use Hinder Movement against them ignoring range.
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Talent
Prevent the next 2 + TT x 2 Grit Injury you would suffer.
![]() Boost: As this would end, if it has not prevented any Injury, you can increase its duration by 1 round as a reaction.
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Response - Transference
After you reroll a non-damage roll, gain +1 + TT/3 on that roll.
Boost: If the roll succeeds, heal 1 Resolve.
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Stance
While Focal Locked on a subject, after it moves, you can advance towards it.
Boost: While Focal Locked on an Ally in 1 + TT range, you can target them with effects that only apply to you.
Advanced Abilities
Those that practice and excel in the Stalwart style gain access to these more unique abilities.
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Talent
Requirements: 7 Combined Tiers of Endure and Martial
Lock 1 + TT/2 Ailments. Remove the Locked Ailments from yourself.
Boost: Heal 1 + TT Movement.
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Response
Requirements: 9 Combined Tiers of Endure and Martial
2 Resolve: After an attack succeeds against you, you cannot become Unconscious.
![]() Boost: Gain +1 on Skill rolls.
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Talent
Requirements: 7 Combined Tiers of Endure and Martial
Gain 1 + TT/3 Physical Reduction.
![]() Boost: Gain TT/2 Element Reduction.
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Response
Requirements: 7 Combined Tiers of Endure and Martial
After rolling a defense, for each face value 12 - TT/2 or higher you rolled, you may advance.
Boost: This advance has no Movement cost.
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Trick
Requirements: 11 Combined Tiers of Endure and Martial
1 Resolve: Ignore effects of Ailments afflicting you.
![]() Boost: Gain +1 + TT on defense against Ailments.
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Talent
Requirements: 9 Combined Tiers of Endure and Martial
Gain +1 on Mobility rolls and Endure defense.
![]() Boost: Gain a Recovery.
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