Absorb damage meant for an ally by stepping into the path of harm.
Roll d100 against DR 100.
You can absorb up to your success rate in health from a single strike dealt to an adjacent ally.
+10 DR per action point you must spent to move in order to intercept the attack.
An archer looses a deadly shot at your companion and deals 35 damage. You lunge into the path, succeeding with a roll of 125 , absorbing 25 damage whileyou companion still takes 10 damage.
Shield Other is a noble and risky act of battlefield protection. Rather than simply defending yourself, you place yourself in harm’s way for another, using instinct, strength, and willpower to intercept injury. It rewards coordination, timing, and spatial awareness—especially in formations or duos.
It scales with characters built for endurance or mitigation, and can be a cornerstone of tanking strategies or protective bodyguard roles. Used effectively, it allows glass-cannon allies to survive otherwise lethal encounters.
Sequence with movement skills, modules or spells like dash, froststep and portal to minimize the time (Action Points) needed for the movement.
Sequence with skills, modules or spells that minimize damage taken such as Bark Skin or similar.
Not many direct counters.