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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.
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.
Steadfast | Be fearless and implacable. | |
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caret-right | Adversity | The harder things are, the harder you fight. |
caret-right | Defy Pain | Become immune to Dazed and ignore injuries. |
caret-right | Determinator | Will away your conditions. |
caret-right | Focused | Become immune to both Charmed and Confused. |
caret-right | Vanguard | Rush into combat. |
Enterprises | Steadfast School | |
Weakness | Mindless |
Protection | plus-circleCalm: You are completely immune to the Afraid condition. | |
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Protection | plus-circleBattlefield Meditation: At any time, you can spend an action to completely regain all lost Flow. | |
Protection | plus-circleInured: You can bear more suffering than the average creature. You lose 1 Vitality per 5 Stress points you have instead of the normal 1 Vitality per 3 Stress. | |
Help | Afraid creatures are in a panic. |
minus-circle 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. plus-circle Second (and beyond?) actions each round are unaffected. |
Offense | plus-circleBloody 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. | |
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Offense | plus-circleOutnumbered: When you and your allies are outnumbered in battle by your enemies, you deal +2 damage with all attacks. | |
Protection | plus-circleUnstoppable: You are completely immune to the Dazed condition. | |
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Protection | plus-circleIgnore 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. minus-circleSupply Cost: Ignoring an injury with Defy Pain costs 1 Supply or use from a Commissary Kit. |
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Help | Dazed creatures are stunned or distracted. |
minus-circle Lost Flow does not regenerate automatically. plus-circle Any other means of restoring lost Flow works normally. |
Protection | plus-circleUnstoppable: 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. minus-circleSupply Cost: Using Determinator to rid yourself of a condition costs 1 Supply/Commissary Kit use. |
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Protection | plus-circleIn Charge: You are completely immune to the Confused condition. | |
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Protection | plus-circleUnimpressed: You are completely immune to the Charmed condition. | |
Help | Confused creatures are disoriented and unsure what to do. |
minus-circle Roll a trigger die at the beginning of each round. If the result is 1-4, enemy team decides what actions are taken that round. |
Help | Charmed creatures have been made friendly. |
minus-circle Regard whoever created this condition as a friend and react to their actions in the most favorable way. minus-circle Attacking or making any offensive action against the charmer is impossible. plus-circle Actual friends are still also regarded as friends. Don't switch sides or anything (unless that's what would happen anyway?) plus-circle If the charmer takes any offensive action against the charmed, the condition is automatically removed. |
Movement | plus-circleHeedless 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. plus-circleFree 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. doubledPilot Synergy: If you have the Pilot class, you can also use this ability while driving a vehicle. |
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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. |
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Having a weakness is optional. In exchange for suffering the drawbacks of the weakness, you know this class's root ability for free (it does not count as one of your level-limited abilities known). You can choose to take further levels in this class without the use of a keystone if desired. You can benefit from a weakness even if its associated class is not unlocked for general use in your campaign. If the class is not unlocked yet, you cannot establish a school enterprise of that class upon retirement.
Mindless | You're brave because you're also stupid as hell. |
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minus-circleNo Communication: You cannot use language in any way. You can understand and follow directions from your allies of up to two words (plus pointing) but that's it. minus-circleNot Smarter Than Doors: You cannot use/understand doorknobs or any similar manipulables. If a problem can't be solved by force, it can't be solved by you. |