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Rising Legends: Stalwart Abilities
Stalwart Abilities
Leading the vanguard and rushing straight into the fray, the Stalwart stands strong at the forefront of battle.
TacticalMind
Trick
Choose 1 + TT target subjects. You cannot sense those subjects.
Duration 3 + TT rounds
Boost: Gain 1 + TT/3 Physical Reduction against subjects you cannot sense.
FireChaos
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.
Defense Zeal
Boost: Reroll your defense and lose the benefit of Guard.
NecroticCurative Potion
Spell - Infusion
After you cause Grit Injury to target creature in 6 + TT x 2 range, heal 1 Grit.
Duration 6 + TT x 2 rounds   Defense Nature
Boost: If they would move away from you, use Hinder Movement against them ignoring range.
RadiantSpiritual
Talent
Prevent the next 2 + TT x 2 Grit Injury you would suffer.
Duration 1 round
Boost: As this would end, if it has not prevented any Injury, you can increase its duration by 1 round as a reaction.
FireHope
Response - Transference
After you reroll a non-damage roll, gain +1 + TT/3 on that roll.
Boost: If the roll succeeds, heal 1 Resolve.
TacticalWater
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.
CurativeMobile
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.
BodyHope
Response
Requirements: 9 Combined Tiers of Endure and Martial
2 Resolve: After an attack succeeds against you, you cannot become Unconscious.
Duration 1 + TT/2 rounds
Boost: Gain +1 on Skill rolls.
Body Animal
Talent
Requirements: 7 Combined Tiers of Endure and Martial
Gain 1 + TT/3 Physical Reduction.
Duration 3 + TT rounds
Boost: Gain TT/2 Element Reduction.
TacticalMobile Animal
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.
FireHope
Trick
Requirements: 11 Combined Tiers of Endure and Martial
1 Resolve: Ignore effects of Ailments afflicting you.
Duration 1 round
Boost: Gain +1 + TT on defense against Ailments.
NatureBodyMobile
Talent
Requirements: 9 Combined Tiers of Endure and Martial
Gain +1 on Mobility rolls and Endure defense.
Duration 1 + TT hours
Boost: Gain a Recovery.





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