User Tools

Site Tools


steadfast

This is an old revision of the document!


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.
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
Weaknesses Simple

Steadfast

Protection plus-circleCalm: You are completely immune to the Afraid condition.
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.

Adversity

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.
Offense plus-circleOutnumbered: When you and your allies are outnumbered in battle by your enemies, you deal +2 damage with all attacks.

Defy Pain

Protection plus-circleI Eat It Like Candy: Pain is all in the mind, and your mind is like iron. You are completely immune to the Sore condition.
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.

Determinator

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.

Focused

Protection plus-circleIn Charge: You are completely immune to the Confused condition.
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.

Vanguard

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.

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.1570648754.txt.gz · Last modified: 2019/10/09 13:19 by kyle