Knights, Myrmidons, Landsknechts, Braves, Samurai, Warriors. They’ve been known by many names throughout the centuries and various cultures of the world, so we’ve given them a singular one. Fortresses are heavily armored weapon specialists who focus on front line combat and protecting their allies from harm. Some favor the classic sword and shield, others a massive two handed weapon, but their goal is the same: to hold the line and to defeat their foes.
The Fortress is in both name and function a tank. They excel at drawing fire to themselves and mitigating the damage they do take. This class pairs well with almost any Fighting Class, and can also make a great pickup for a Trainer who is Pokémon Support focused and wants to take on a proactive, defensive role in combat.
[Class] [+Defense or Special Defense] [Weapon]
Prerequisites: Novice Combat, Novice Focus
Special - Standard Action
Target: X creatures within 6m
Effect: Until the end of your next turn, X targets within 6 meters are Challenged, where X is the higher of your Combat and Focus Skill Ranks. Challenged creatures may only make attacks that can target you, and must include you as a target when doing so. Challenged creatures may still make Attacks of Opportunity, but must target you with the attack instead of the triggering target when possible.
This Feature's frequency is equal to Scene xY, where Y equals the higher of your Combat and Focus Ranks minus 2.
Bonus: You gain Damage Resistance against Physical Attacks from Challenged creatures equal to your Combat Rank. Conversely, you gain Damage Resistance against Special Attacks from these creatures equal to your Focus Rank.
[+Defense or Special Defense]
Prerequisites: Fortress
Static
Effect: You gain the Battle Armor and the Bodyguard Abilites.
Bonus: When you use and resolve Bodyguard, the foe whose attack triggered Bodyguard is Challenged until the end of your next turn.
[+Defense or Special Defense]
Prerequisites: Fortress
Bind 2 AP – Standard Action
Effect: While this Feature is Bound, you and all adjacent allies gain Physical Damage Reduction equal to your Combat Rank and Special Damage Reduction equal to your Focus Rank.
Bonus: You gain the Shield Proficiency General Feature, even if you don't meet the prerequisites.
[+Defense or Special Defense]
Prerequisites: Stalwart Bastion
At-Will – Swift Action
Effect: You may immediately ready a Shield, and do not become Slowed as a result. You may choose to grant an adjacent Ally the Evasion and Damage Reduction bonuses from your shield instead of gaining them yourself, but these bonuses only apply as long as the ally remains adjacent to you. If you do and the ally Shifts, you may Shift alongside your ally as a Shift Action Interrupt. This cannot cause you to shift more than your normal Movement.
You can spend 1 AP to activate this Feature as a Free Action.
[+Defense or Special Defense]
Prerequisites: Shield Bearer
Scene x3 – Free Action
Trigger: An adjacent Ally takes damage
Effect: The damage your Ally takes is resisted one step further. The foe whose attack caused your Ally to take damage is Challenged until the end of your next turn.
[+Defense or Special Defense]
Prerequisites: Fortress, Adept Combat or Focus
Static
Effect: You learn the Move Protect, and you learn your choice of Iron Defense, Amnesia, or Cosmic Power.
[+Defense or Special Defense]
Prerequisites: Fortress, Expert Combat or Focus
Scene x2 – Free Action, Interrupt
Trigger: You get hit by a Damaging Attack
Effect: You may use the Move Counter or Mirror Coat as if it was on your Move List against the triggering attack. The Move you use is unrestricted by range.
[+Defense or Special Defense]
Prerequisites: Moving Wall, Expert Combat or Focus
Static
Effect: Choose either Discipline or Stamina. You gain the chosen Ability.
Prerequisites: Adept Combat
Effect: When you have a Shield equipped, you gain +2 Evasion. While you have a Shield readied, you gain an additional +2 Evasion and +5 additional Damage Reduction.