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
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.
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.
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.
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.
Gain a permanent +3 bonus to your Severe damage threshold.
On a successful attack, you can spend a Hope to force the target to mark a Stress.
Increase the damage dice for your unarmed attack to d12s.
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.
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.
When you mark more than one HP from an attack, you may gain a Hope or clear a Stress.
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
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.
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.
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.
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.
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.
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
Recieve one of following items at character creation
Hand wraps from a mentor
A book about your secret hobby
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?
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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