Fights for a Cause

Published February 19, 2014 by


Description

You are a true believer. Whatever your chosen cause, you are certain in its righteousness and unwavering in your support. It is possible you are a fanatic seeking to convert others or you may simply hold quietly to your convictions. You know you will be constantly challenged and others will always question your cause, but you cannot be swayed from the path you have chosen.

Details

GM Intrusion: You have experienced a moment of doubt. Your actions for the next round are one step more difficult.

Connection:

Choose one PC. You feel protective of this charge and when you are within an immediate distance of them they may make use of your Determination or Resolve ability. In addition you may make use of your Guardian ability within in short range of this PC.

Additional Equipment:

You have a badge, charm, token or trinket of your cause to remind you of your duty. Once ever, as long as you possess this item, you may add 4 to a die roll after you have learned of your success or failure.

Tier 1:

Champion: You have rigorously trained both body and mind and have persevered through many trials. You are finally ready to represent your given cause to the world. Add +2 to your Might pool and Speed pool. You have +1 armor against any mental attacks. You are trained in any tasks calling for great endurance. Enabler.

Tier 2:

Guardian (2 Speed points): When someone within an immediate distance of you is struck for damage you may move yourself adjacent to them and take the attack in their stead. When you do this you suffer only half the damage the attack would normally deal. Enabler.

Tier 3:

Determination/Resolve: Choose one of the following options

  • Determination (2 Might points) – You may re-roll a Might defense roll that you failed the previous round. If you succeed any effects of the failed roll (except for pure damage) abate at this time. You may only re-roll any failed Might defense roll once and you may not re-roll a failed use of the Determination ability. Enabler.

  • Resolve (2 Intellect points) – You may re-roll an Intellect defense roll that you failed the previous round. If you succeed any effects of the failed roll (except for pure damage) abate at this time. You may only re-roll any failed Intellect defense roll once and you may not re-roll a failed use of the Resolve ability. Enabler.
Tier 4:

Zeal (4 Speed points): After making a successful attack against a target you may immediately make another against the same target. This cannot be used more than once per round. Enabler.

Tier 5:

Fervor (5 Speed points): You may move up to a short distance to engage with a foe and immediately make a melee attack against them. If this attack is successful you deal an additional 3 points of damage. Action.

Tier 6:

Smite (6 Might points): You strike a vengeful blow against an enemy who has wronged your cause. If the attack is successful you deal an additional 4 points of damage that ignores armor and any other special defenses possessed by the target that may normally protect them from harm. This must be a melee attack. Action.