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Defender Abilities
Many a drink has been raised by those who have been saved by Defenders. Guardians and heroes to others, they protect their allies with armored defenses and will gladly step in to take blows meant for their comrades.
Response
As target creature in Reach would suffer Grit Injury, you suffer 1 + TT/2 of it instead of them.
Boost: Then the creature can advance as a reaction.
Aspect
You can use Guard to benefit creatures in Reach of the source of the Guard. When you do and that creature is damaged by the attack, they gain 1 + TT/3 Physical Reduction against that attack.
Boost: Reduce the Skill Tier requirement of abilities that have Guardian, Radiant, or Space Affinity by 1.
Stance
After an Ally moves from within Reach, you can advance in the same direction.
Boost: As an Ally in Reach would roll a physical defense, roll 1d12 to give them +1 on the defense, DL 9 - TT.
Response
After a roll for a part is made against another target creature in Reach, roll 1d12 to reduce the part roll by 1, DL 9 - TT/2. If this reduces the roll to 0, prevent the effect.
Boost: Reduce the roll by an additional 1.
Aspect
Gain +1 + TT/2 on Hinder Attack rolls.
Boost: Cause an additional TT/3 penalty on attack rolls you hinder.
Trick
Attack with 1 + TT/3 d12 to switch positions with target creature in Reach unless either of you is Held or unable to move.
Boost: 1 Resolve: For 1 round, gain +2 on defense against reactions.
Advanced Abilities
Those that practice and excel in the Defender style gain access to these more unique abilities.
Response - Suppression
Requirements: 11 Combined Tiers of Endure and Elude
As another target creature in 1 + TT range would become Unconscious, they don't.
Boost: They heal 1 + TT/3 Grit.
Response - Infusion
Requirements: 9 Combined Tiers of Endure and Elude
1 Resolve: As target creature in Reach would suffer Injury, prevent 2 + TT/2 Injury. Heal Grit equal to half the Injury prevented.
Boost: Prevent Injury to each of 2 target creatures.
Trick
Requirements: 7 Combined Tiers of Endure and Elude
While an Ally in Reach has Wounded, gain +1 on Skill rolls.
Boost: After an Ally in Reach becomes Wounded, heal 1 Resolve.
Spell - Transference
Requirements: 7 Combined Tiers of Endure and Elude
Creatures in an Aura 1 gain 6 Mystical Reduction. After the first time this Reduction is applied, this ends.
Boost: After a Spell succeeds against a creature, reduce its duration to half and this effect ends.
Spell - Mutation
Requirements: 7 Combined Tiers of Endure and Elude
Target creature in Reach gains +1 + TT/2 d12 on defense again non-magical diseases and corrosive poisons.
Boost: They gain TT/3 Physical Reduction.
Response
Requirements: 9 Combined Tiers of Endure and Elude
As target creature in 3 + TT range is attacked, roll the same defense. They can use your result in place of their own.
Boost: If the attack fails, heal 1 + TT/3 Resolve.
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