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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 Sore and ignore injuries. |
caret-right | Determinator | Will away your conditions. |
caret-right | Focused | Immunity to the Confused condition. |
caret-right | Vanguard | Rush into combat. |
Enterprises | Steadfast School | |
Weaknesses | Simple |
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. | |
Condition | Explanation | |
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desert-skull | Afraid | 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-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. | |
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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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Condition | Explanation | |
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player-pain | Sore | minus-circle Do not automatically regain lost Flow at the beginning of each round. |
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 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 Seducer |
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Condition | Explanation | |
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reverse | Confused | minus-circle Roll a trigger die at the beginning of each turn. If result is 1-3, the opposing team decides what actions you take that round. |
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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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. |
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