Fury Domain

Fury Domain characters channel raw physical intensity—whether through focused inner discipline or primal emotion. They thrive in the thick of battle, pushing through pain, fear, and exhaustion with sheer willpower. Unarmored but resilient, they use controlled aggression or unwavering resolve to strike hard, protect allies, and keep going when others fall. Whether their fury comes from a warrior’s code, a sacred rage, or a need to prove themselves, these characters are at their best when the fight is personal and the stakes are high.

Tier 1 Base Card: Fury Initiate

At Tier 1, Fury characters begin to master their inner fire. They fight unarmored but grow harder to wound as their chosen Aspect enhances their defenses. They can trade composure for aggression, pushing themselves with Stress to strike faster or shrug off pain. This tier introduces the foundation of their combat style: relentless, reactive, and unshaken by fear.

Fury Aspect: Choose one Aspect that isn't Fortitude. This Aspect powers your Fury Features, including Unarmored Resolve.

Core Feature: Unarmored Resolve

While you are not wearing armor, increase your Serious Threshold by your Fury Aspect score. This increases your Critical Threshold by twice your Fury Aspect.

You also gain +1 maximum Stress.

Choose two Domain Feature Cards from Tier 1.

Requirements to Advance to Tier 2 (complete 3):

Tier 1 Feature Cards

Frenzy (Combat – Active)

When making a Melee Attack, you may mark Stress equal to the Action Load cost of the attack instead of adding to your Action Load.

Refocus (Combat – Active)

Action Load: 1

Reduce your Stress by 1. No Aspect roll is required.

Iron Body (Passive)

Once per round, when you would take HP damage, reduce its wound severity by one step:

Applies after armor or other effects. Cannot reduce Stress damage.

Take the Blow (Team Action – Reactive)

Action Load: 1

When an ally within 5 feet is targeted by an attack and you are not Restrained, you may interpose yourself. The attack now targets you instead.

Unbreakable Endurance (Exploration – Passive)

You suffer no penalties from difficult terrain, forced marches, or travel fatigue while not at max Stress and with no Exhaustion.

Once per day, all allies may benefit from your resilience and ignore these penalties for one travel scene or hazard.

Fearless Presence (Roleplay – Passive)

When you take an action to bolster or intimidate, you may roll using your Fury Aspect and gain Advantage.

When someone attempts to shake your morale:

Tier 2 Base Card: Fury Adept

At Tier 2, Fury characters embrace the edge between control and collapse. Their heightened Stress becomes a source of strength, sharpening reflexes and driving their strikes. They retaliate instinctively, rattle enemy morale, and endure through sheer determination. This tier expands their tactical options, letting them turn pressure into dominance on the battlefield.

Core Feature: Hardened Focus

When you have 3 or more Stress:

This is in addition to the Tier 1 Core Feature Unarmored Resolve.

Choose two Domain Feature Cards from Tier 2.

Requirements to Advance to Tier 3 (complete 4):

Tier 2 Feature Cards

Vengeful Intercept (Enhancement – Team Action + Combat)

When you use Take the Blow, you may immediately make a Melee Attack against the attacker. This attack does not increase Action Load. If it hits, the target marks 1 Stress in addition to any damage taken.

Roaring Challenge (Enhancement – Roleplay/Combat Hybrid)

Action Load: 1

Issue a loud roar or verbal challenge. Enemies within 10 feet who can hear you must succeed on a Willpower or Discipline check vs your Fury Aspect or:

Second Wind (Standalone – Passive Recovery)

At the start of your turn, if you have 0 Action Load and are below half HP, you may:

Relentless Drive (Standalone – Combat Active)

When you land a Melee Attack that causes HP damage, you may spend 1 Stress to make a follow-up attack with a different weapon or an unarmed strike.

This second attack does not increase Action Load, but can only be used once per round.

Burning Calm (Enhancement – Support Passive)

When you use Refocus, choose one:

No Mercy (Standalone – Finisher Passive)

When you deal a Critical Wound, you may spend 1 Stress to choose one:

Tier 3 Base Card: Fury Expert

At Tier 3, Fury characters become unstoppable forces—masters of momentum, pain, and presence. They can fight through wounds that would drop others, unleash bursts of overwhelming power, and shake the resolve of entire enemy groups. Their fury isn’t just personal now—it bends the flow of combat itself. Tier 3 Fury warriors don’t just survive—they command the fight, standing tall when the battlefield turns to chaos.

Core Feature: Unyielding Force

In addition to the Core Features from previous Tiers, you gain the following benefits while your Stress is 2 or more:

Requirements to Advance to Tier 4 (complete 4 of the following):

Tier 3 Feature Cards

Shield-Breaker Stance (Combat – Stance)

Activation: Spend 1 Stress at the start of your turn
Duration: Until the start of your next turn

While active:

Worldsplitter (Combat – Active, Once per scene)

A strike that changes the battlefield.

Action Load: 2
Make a single melee attack against a creature, object, or obstacle. If the attack hits and causes a Critical Wound, apply one of the following effects:

Unbreakable (Passive – Once per scene)

You simply refuse to fall.

When you are reduced to 0 HP, you may instead remain at 1 HP and immediately:

Chain Reaction (Triggered AoE – Tactical)

You break one—and shake the rest.

When you deal a Critical Wound with a melee attack, you may mark 1 Stress to trigger a shockwave.

All enemies within 10 feet of the target must make a Fortitude Resistance Check vs your Fury Aspect:

Redline (Passive – Resource Manipulation)

You burn hot—fast and dangerous.

While your Stress is 4 or higher:

Juggernaut’s Path (Passive – Exploration/Combat Hybrid)

You move like an avalanche—obstacles scatter.

You ignore difficult terrain, restraints, and non-magical obstacles while moving. When you move through enemy spaces, you may mark 1 Stress to:

This movement does not provoke reactions.

Tier 4 Base Card: Fury Master

At Tier 4, Fury characters are avatars of survival, strength, and defiance. They do not fall—they rise. Their presence alone can turn tides, break enemy ranks, and inspire allies to impossible feats. They wield pain as fuel and rage as precision. Every strike lands with purpose, every roar shakes the battlefield. In the final tier, a Fury warrior doesn’t just endure—they transcend, becoming a living embodiment of relentless will.

Core Feature: Embodiment of Fury

In addition to the Core Features from previous tiers, add +1 to each of the following:

This represents your complete mastery of self and survival. Your enemies fear your presence. Your allies endure because you do.

Tier 4 Feature Cards – Fury Master

💥 Titanbreaker Strike (Combat Finisher – Active)

Action Load: 2

Once per rest, make a melee attack that ignores 5 points of each Damage Threshold.

🌪 Whirlwind of Wrath (Combat AoE – Active)

Action Load: 2 + 1 Stress

Unleash a destructive spin or surge in a 10-foot radius. Each creature of your choice in range must make a Reflex Resistance Check vs your Fury Aspect.

🛡️ Last Wall Standing (Defensive Passive)

When you would be reduced to 0 HP, you may choose to remain at 1 HP and become immovable until the start of your next turn:

🦴 Crack the Soul (Control Passive)

When you deal a Critical Wound, the target must make a Willpower Resistance Check. On failure:

🗣 Name of Wrath (Social/Exploration – Legendary Presence)

Once per scene, when you act boldly and aggressively, your reputation precedes you:

🔥 Redline Ascendant (Limit Break – Active)

Action Load: 3 + 2 Stress

Push your body past mortal limits. For 1 minute (10 rounds):