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steadfast [2019/06/20 10:10]
kyle
steadfast [2020/11/19 13:52] (current)
kyle
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 //Here's a small portrait of my scowling face. If you should ever find yourself in a bit of trouble and be tempted to have a breakdown, I encourage you to look at it and remind yourself how much I detest crybabies.// //Here's a small portrait of my scowling face. If you should ever find yourself in a bit of trouble and be tempted to have a breakdown, I encourage you to look at it and remind yourself how much I detest crybabies.//
  
-Steadfasts are mentally tough and courageous, cool under pressure and capable of thriving even when the odds are stacked against them. This makes the class useful for basically any sort of adventurer that is likely to face danger, i.e. all of them.+Steadfasts are mentally tough and courageous, cool under pressure and capable of thriving even when the odds are stacked against them. This makes the archetype useful for basically any sort of adventurer that is likely to face danger, i.e. all of them.
  
 ^[[#Steadfast]] ^^Be fearless and implacable. | ^[[#Steadfast]] ^^Be fearless and implacable. |
 |{{fa>caret-right?24}} |[[#Adversity]] |The harder things are, the harder you fight. | |{{fa>caret-right?24}} |[[#Adversity]] |The harder things are, the harder you fight. |
-|{{fa>caret-right?24}} |[[#Defy Pain]] |Become immune to Dazed and ignore injuries. |+|{{fa>caret-right?24}} |[[#Defy Pain]] |Become immune to Sore and ignore injuries. |
 |{{fa>caret-right?24}} |[[#Determinator]] |Will away your conditions. | |{{fa>caret-right?24}} |[[#Determinator]] |Will away your conditions. |
-|{{fa>caret-right?24}} |[[#Focused]] |Become immune to both Charmed and Confused. |+|{{fa>caret-right?24}} |[[#Focused]] |Immunity to mental influence. |
 |{{fa>caret-right?24}} |[[#Vanguard]] |Rush into combat. | |{{fa>caret-right?24}} |[[#Vanguard]] |Rush into combat. |
-^[[#Enterprises]] ||Steadfast School | +^ ^^^
-^[[#Weaknesses]] ||Simple |+
  
 ====== Steadfast ====== ====== Steadfast ======
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 ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Calm:** You are completely immune to the Afraid condition. | ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Calm:** You are completely immune to the Afraid condition. |
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Battlefield Meditation:** At any time, you can spend an action to completely regain all lost Flow. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Battlefield Meditation:** At any time, you can spend an action to completely regain all lost Attention. |
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Inured:** You can bear more suffering than the average creatureYou lose 1 Vitality per 5 Stress points you have instead of the normal 1 Vitality per 3 Stress. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Inured:** You don't crack as easily as most peopleEvery time you roll a trigger die to see if you crack after gaining a point of Stress, you may roll twice and take the higher result. |
 ^ ^^^ ^ ^^^
  
-|{{ra>help?24|Help}} |**Afraid** creatures are in a panic. | +^Condition ^^Explanation ^ 
-|::: |{{fa>minus-circle?18&align=left}} The first action every round must be spent getting physically further away from the source of fear. If no avenues of escape are available, take actions as normal. \\ \\ {{fa>plus-circle?18&align=left}} Second (and beyond?) actions each round are unaffected. |+|{{ra>desert-skull?32&align=left}} ^Afraid |{{fa>minus-circle?18&align=left}} The first action every round must be spent getting physically further away from the source of fear. If no avenues of escape are available, take actions as normal. \\ \\ {{fa>plus-circle?18&align=left}} Second (and beyond?) actions each round are unaffected. |
  
 ====== Adversity ====== ====== Adversity ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Bloody Rage:** If you have currently lost at least one point of Vitality, you deal +2 damage with all attacks. If you have lost at least three Vitality, you deal +5 damage with all attacks instead. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Bloody Rage:** If you have currently lost at least one point of Flesh, you deal +2 damage with all attacks. If you have lost at least three Flesh, you deal +5 damage with all attacks instead. |
 ^ ^^^ ^ ^^^
 ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Outnumbered:** When you and your allies are outnumbered in battle by your enemies, you deal +2 damage with all attacks. | ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Outnumbered:** When you and your allies are outnumbered in battle by your enemies, you deal +2 damage with all attacks. |
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 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Unbreakable:** You are completely immune to the Dazed condition. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**I Eat It Like Candy:** Pain is all in the mind, and your mind is like iron. You are completely immune to the Sore condition. |
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Ignore Injury:** You can choose to completely ignore the effects of an injury you're currently suffering from until the end of the current exploration turn. This does not cost an action; you simply declare it to be so. \\ \\ {{fa>minus-circle?24&align=left}}**Supply Cost:** Ignoring an injury with Defy Pain costs 1 Supply or use from a Commissary Kit. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Ignore Injury:** You can choose to completely ignore the effects of an injury you're currently suffering from until the end of the current exploration turn. This does not cost an action; you simply declare it to be so. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Ignoring an injury with Defy Pain costs 1 Mojo. |
 ^ ^^^ ^ ^^^
  
-|{{ra>help?24|Help}} |**Dazed** creatures are stunned or distracted. | +^Condition ^^Explanation ^ 
-|::: |{{fa>minus-circle?18&align=left}} Lost Flow does not regenerate automatically. \\ \\ {{fa>plus-circle?18&align=left}} Any other means of restoring lost Flow works normally. |+|{{ra>player-pain?32&align=left}} ^Sore |{{fa>minus-circle?18&align=left}} Do not automatically regain lost Attention at the beginning of each round. |
  
 ====== Determinator ====== ====== Determinator ======
  
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Unstoppable:** You can simply will your problems away. When you fail to throw off a condition at the end of a round, you can choose to get rid of it anyway. \\ \\ {{fa>minus-circle?24&align=left}}**Supply Cost:** Using Determinator to rid yourself of a condition costs 1 Supply/Commissary Kit use. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Unstoppable:** You can simply will your problems away. When you fail to throw off a condition at the end of a round, you can choose to get rid of it anyway. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Using Determinator to rid yourself of a condition costs 1 Mojo. |
 ^ ^^^ ^ ^^^
  
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 ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**In Charge:** You are completely immune to the Confused condition. | ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**In Charge:** You are completely immune to the Confused condition. |
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Unimpressed:** You are completely immune to the Charmed condition. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Unimpressed:** You are also completely immune to certain other effects that force you to behave in prescribed ways from the following list (plus whatever else seems appropriate to the referee, like resisting the temptation to eat a supernaturally tasty-looking donut or whatever): \\ [[Captor]]: Conditioning \\ [[Chef]]: Break Bread \\ [[Negotiator]]: Truce \\ [[Performer]] \\ [[Seducer]] |
 ^ ^^^ ^ ^^^
  
-|{{ra>help?24|Help}} |**Confused** creatures are disoriented and unsure what to do. | +^Condition ^^Explanation ^ 
-|::: |{{fa>minus-circle?18&align=left}} Roll a trigger die at the beginning of each round. If the result is 1-4enemy team decides what actions are taken that round. | +|{{ra>reverse?32&align=left}} ^Confused |{{fa>minus-circle?18&align=left}} Roll a trigger die at the beginning of each turn. If result is 1-3the opposing team decides what actions you take that round. |
- +
-|{{ra>help?24|Help}} |**Charmed** creatures have been made friendly. | +
-|::: |{{fa>minus-circle?18&align=left}} Regard whoever created this condition as a friend and react to their actions in the most favorable way. \\ \\ {{fa>minus-circle?18&align=left}} Attacking or making any offensive action against the charmer is impossible. \\ \\ {{fa>plus-circle?18&align=left}} Actual friends are still also regarded as friends. Don't switch sides or anything (unless that's what would happen anyway?) \\ \\ {{fa>plus-circle?18&align=left}} If the charmer takes any offensive action against the charmed, the condition is automatically removed. |+
  
 ====== Vanguard ====== ====== Vanguard ======
  
 ^ ^^^ ^ ^^^
-^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Heedless Charge:** You run into danger with no hesitation. Every round, you may take one movement action for free at any time during your turn. This free movement must end with you closer to the nearest enemy than you were before. If you cannot move any closer to the nearest enemy than you already are (due to being blocked or already adjacent to said enemy) then Vanguard does not function. \\ \\ {{fa>plus-circle?24&align=left}}**Free Means Free:** Since the movement granted by this ability does not actually require you to spend an action, you can even use it during an initiative turn when you normally would not be able to do anything. \\ \\ {{ra>doubled?24&align=left}}**Pilot Synergy:** If you have the Pilot class, you can also use this ability while driving a vehicle. |+^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Heedless Charge:** You run into danger with no hesitation. Every round, you may take one movement action for free at any time during your turn. This free movement must end with you closer to the nearest enemy than you were before. If you cannot move any closer to the nearest enemy than you already are (due to being blocked or already adjacent to said enemy) then Vanguard does not function. \\ \\ {{fa>plus-circle?24&align=left}}**Free Means Free:** Since the movement granted by this ability does not actually require you to spend an action, you can even use it during an initiative turn when you normally would not be able to do anything. |
 ^ ^^^ ^ ^^^
- 
-====== Enterprises ====== 
- 
-^Steadfast School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Supply each. | 
- 
-====== Weaknesses ====== 
- 
-^Simple |You do not possess a sapient mind. You cannot use or understand any form of language (other than perhaps being trained to follow simple commands from trusted allies) and are incapable of abstract thought or complex tool use. You don't know how to open doors. | 
  
steadfast.1561047059.txt.gz · Last modified: 2019/06/20 10:10 by kyle