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Fortress Abilities
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. Aspect
Lock 1 + TT Ailments. Gain +1 + TT/2 defense against the Locked Ailments.
Boost: As you reduce a Locked Ailment afflicting you, reduce it 1 additional Tier.
Aspect
Treat armor as 1 + TT/2 Tiers lower to determine the Bulk worn and time needed to don.
Boost: Increase the face value attackers need to benefit from Stabbing against you by 1 + TT/2
Aspect
When you would become Unconscious, roll Endure Defense to stay conscious, DL 9 - TT + any Injury suffered causing the Unconscious.
Boost: Unconscious does not cause you to fall Prone or Drop Gripped objects.
Stance
Gain +1 on defenses against physical attacks.
Boost: Creatures cannot become Focused on other subjects within 1 + TT range of you.
Aspect
1 + TT/3 of Physical Reduction from your armor applies to Flowing and Mystical damage from weapons.
Boost: Increase the face value attackers need to benefit from Bashing against you by 1 + TT/2.
Spell - Infusion
Prevent the next 2 + TT x 2 Injury you would take.
Boost: After each time this prevents Injury from an attack, deal 1 Mystical Time damage to Grit of the attacker.
Advanced Abilities
Those that practice and excel in the Fortress style gain access to these more unique abilities.
Response
Requirements: 7 Combined Tiers of Athletics and Endure
1 Resolve: After an attack succeeds against you, gain 1 + TT Physical Reduction against it.
Boost: Gain +1 on physical attack rolls against the attacker for 1 round.
Response
Requirements: 7 Combined Tiers of Athletics and Endure
1 Resolve: As you would gain an Ailment, roll Endure to prevent that Ailment, DL 12 - TT.
Boost: 1 Resolve: You can use this to prevent Fatigued.
Aspect
Requirements: 9 Combined Tiers of Athletics and Endure
Lock 1 + TT/2 of Air, Earth, Fire, Water, Radiant or Necrotic. Gain 6 Reduction to the Locked Elements.
Boost: Gain +1 on defenses against effects of the Locked Elements.
Aspect
Requirements: 9 Combined Tiers of Athletics and Endure
Gain +1 + TT on Overexertion rolls.
Boost: Gain +1 + TT/3 Exertion Pool.
Talent
Requirements: 11 Combined Tiers of Athletics and Endure
Reduce Injury you would suffer by 1 + TT/3.
Boost: Reduce Tiers of Ailments and Wounded you would suffer by 1.
Talent
Requirements: 7 Combined Tiers of Athletics and Endure
Choose Stabbing, Bashing, or Chopping. Gain 1 + TT Reduction against the chosen Strike Type.
Boost: You can choose Flowing or Mystical.
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