Classes

Fighter

Fighter The Void v1.3

Experts in unarmed combat, fighters hone their bodies into lethal weapons using impressive martial forms. Whether they learned in a structured school environment or picked up their skills one fight at a time, the process is always rigorous, with fighters developing their body and mind to work as one.

Class Features

Staggering Strike

Spend 3 Hope when you hit an adversary to also deal them a Stress and make them temporarily Staggered. While Staggered, all attack rolls they make are at disadvantage.

I am the Weapon

While you don’t have any equipped weapons, your evasion has a +1 bonus. Your unarmed strikes are considered a Melee weapon, use the trait of your choice, and deal d10+your tier phy damage.

Combo Strikes

After making a damage roll with a Melee weapon but before dealing that damage to the target, mark a Stress to start a combo strike. When you do, roll a Combo Die and note its value. Then, roll another Combo Die. If the value of the second die is equal to or greater than your first Combo Die, continue rolling additional dice until the latest Combo Die’s value is less than the roll that preceeded it. Total all rolled Combo Dice and add the value to your weapon’s damage.

Your Combo Die starts as a d4. When you level up, once per tier you may use one of your advancement options to increase your Combo Die instead.

Subclasses

Foundation Features

Rugged

Gain a permanent +3 bonus to your Severe damage threshold.

Overwhelm

On a successful attack, you can spend a Hope to force the target to mark a Stress.

Specialization Features

Powerhouse

Increase the damage dice for your unarmed attack to d12s.

Eye for an Eye

When you mark more than one Hit Point from an attack in melee range, the attacker must make a Reaction Roll (14). On a failure, once per rest, they immediately mark the same number of Hit Points in return.

Mastery Features

Pummeljoy

Whenever you roll a critical success on a weapon attack against an adversary in Melee range, you gain an additional Hope, clear an additional Stress, and add +1 to your Proficiency for the attack.

Not Done Yet

When you mark more than one HP from an attack, you may gain a Hope or clear a Stress.

Cards

Juggernaut

Foundation

Rugged: Gain a permanent +3 bonus to your Severe damage threshold.

Overwhelm: On a successful attack, you can spend a Hope to force the target to mark a Stress.

Fighter

Juggernaut

Specialization

Powerhouse: Increase the damage dice for your unarmed attack to d12s.

Eye for an Eye: When you mark more than one Hit Point from an attack in melee range, the attacker must make a Reaction Roll (14). On a failure, once per rest, they immediately mark the same number of Hit Points in return.

Fighter

Juggernaut

Mastery

Pummeljoy: Whenever you roll a critical success on a weapon attack against an adversary in Melee range, you gain an additional Hope, clear an additional Stress, and add +1 to your Proficiency for the attack.

Not Done Yet: When you mark more than one HP from an attack, you may gain a Hope or clear a Stress.

Fighter

Foundation Features

Martial Form

Take the Martial Form sheet. You start with two martial stances from Tier 1. When you reach a new tier, take two additional stances at your tier or lower.

Focus

Mark a Stress to place a number of Focus tokens on this card up to the value of your Instinct (minimum of 1). Spend a Focus to activate or shift into a different stance. It lasts until you mark your last Hit Point, you take Severe damage, the scene ends, or you shift into another stance.

Specialization Features

Keen Defenses

When you are targeted by an attack, you can spend a Focus to make the adversary’s attack roll use a d12 instead of a d20.

Spirit Blast

Spend a Focus to make an Attack Roll using Instinct against an adversary within Close range. On a success, you deal d20+3 magic damage using your Proficiency and can spend an additional Focus to make them temporarily Vulnerable.

Mastery Features

Limit Breaker

After rolling your damage from a melee attack, you can spend a Focus to shift the value of all damage dice by +1. On any dice that already landed on their maximum, roll an additional damage die instead.

Stances

Tier 1

  • Brutal: When you roll the maximum value on a damage die, roll an additional damage die.
  • Defensive: Attack rolls against you have disadvantage unless the adversary marks a Stress.
  • Grappling: On a successful attack, you can spend a Focus to make the target temporarily Restrained.
  • Steady: Gain a -1 penalty to your Evasion. When you deal damage on a successful attack, roll an additional damage die and drop the lowest.
  • Precise: Gain a +1 bonus to your attack rolls.
  • Quick: When making an attack roll, spend a Focus to include an additional target within range.

Tier 2

  • Deadly: When you deal Severe damage, the target marks an additional HP.
  • Hindering: On a successful attack, you can spend a Focus to make the target temporarily Hindered. While Hindered, their attack rolls have a -2 penalty.
  • Invigorating: When you make a successful attack, roll a d4. On a 4, gain a Focus.
  • Immovable: Gain a +2 bonus to your damage thresholds and you cannot be moved unwillingly.
  • Nimble: When an adversary makes a successful attack roll against you, you can spend a number of Focus up to your Tier. Roll a number of d6s equal to 1 + the Focus spent. If any of the dice values match, you take no damage from the attack.
  • Otherworldly: You can choose whether to do Physical or Magic damage.
  • Scary: Successful attacks also force the target to mark a Stress.

Tier 3

  • Deflecting: When you are targeted by an attack, you can spend 2 Focus to gain a bonus to your Evasion equal to your Armor Score against the attack.
  • Devastating: Spend a Focus before your attack roll to use d20s as your damage dice instead.
  • Dueling: Gain advantage on attack rolls when there are no other adversaries or allies in Very Close range of you or your target.
  • Compounding: When you roll the maximum value on a Combo Die, increase the size of the subsequent Combo Dice you roll for the attack (at a maximum of d12s).
  • Inexorable: Attacks against you have disadvantage if you have more than two adversaries within Melee of you.
  • Favored: Add the trait of your choice to your damage roll.
  • Sheltering: When you mark an Armor Slot, it reduces damage for you and all allies within Melee range of you who took the same damage.

Tier 4

  • Crushing: When you roll a 1 on a damage die, it can be treated as the highest value on the die instead.
  • Infuriating: On a successful attack, the target becomes Furious. While Furious, they are Vulnerable and have a -2 penalty to their attack rolls. They can only clear Furious by succeeding on an attack against you.
  • Sweeping: Your attack targets all adversaries within Very Close range. Deal half damage to all targets you succeed against.
  • Discerning: You may choose the target of your attack after making your attack roll. The GM will tell you who the attack would succeed against

Cards

Martial Artist

Foundation

Martial Form: Take the Martial Form sheet. You start with two martial stances from Tier 1. When you reach a new tier, take two additional stances at your tier or lower.

Focus: Mark a Stress to place a number of Focus tokens on this card up to the value of your Instinct (minimum of 1). Spend a Focus to activate or shift into a different stance. It lasts until you mark your last Hit Point, you take Severe damage, the scene ends, or you shift into another stance.

Fighter

Martial Artist

Specialization

Keen Defenses: When you are targeted by an attack, you can spend a Focus to make the adversary’s attack roll use a d12 instead of a d20.

Spirit Blast: Spend a Focus to make an Attack Roll using Instinct against an adversary within Close range. On a success, you deal d20+3 magic damage using your Proficiency and can spend an additional Focus to make them temporarily Vulnerable.

Fighter

Martial Artist

Mastery

Limit Breaker: After rolling your damage from a melee attack, you can spend a Focus to shift the value of all damage dice by +1. On any dice that already landed on their maximum, roll an additional damage die instead.

Fighter

Class Items

Recieve one of following items at character creation

  • Hand wraps from a mentor

  • A book about your secret hobby

Background Questions

Answer any of the following background questions. You can also create your own questions.

  • Where did you spend time during your formative years that taught you, directly or indirectly, how to fight in the style you use?

  • What group or organization that has always had your back, and how did you get in their good graces?

  • Who did you lose to long ago that you are desperate for a rematch against?

Connections

Ask your fellow players one of the following questions for their characters to answer, or create your own questions.

  • What is one thing we’re both afraid of?

  • I rely on your for something important during our travels together. What is it and how do you feel about it?

  • I still haven’t forgiven you for something you said to me. What was it and why did you say it?

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