Push wounded allies beyond their limits, granting them a short-lived but vital surge of health.
Roll d100 against DR 100
Applies only to allies below 25% Health at the time of activation.
All allies below 25% health recaive 5 temporary health + 5 per 15 success rate.
The health is lost after 1 round.
+20 to DR per time used in the same battle.
With the line breaking, you turn and bellow. Your roll of 115 vs. DR 100 helps your dying comrade stand, boosted by +10 Health, giving them one final turn.
Last Stand is the defining skill of field leaders who refuse to let allies fall without a fight. It taps into pure willpower and presence to momentarily push the wounded beyond normal physical limits—long enough to strike, defend, or flee. This is not healing in the traditional sense—it’s adrenaline, fury, and camaraderie distilled into survival instinct.
Tactically, Last Stand is perfect for rallying allies who are technically alive but practically out of the fight, especially if combined with effects like Retreat Coordination, Rallying Cry, or Quick Reposition. It works particularly well in high-risk moments before a Tactical Coordination move or when escape routes need to be created.
The effect lasts only 1 round, but that round can save lives or turn the tide. This skill becomes stronger when paired with spells like Sanctuary (to protect the revived), Rhythmic Flow (to regain lost AP), or the tech module Threat Vector Designation (to redirect enemies).
Use Last Stand → then Quick Reposition to get allies out of danger.
Curse of Reversal – While active, all healing is halved, and anyone attempting to aid a cursed target suffers 2d12 magic damage, making this skill dangerous to use under the curse.