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):
- Take 3+ Stress in one combat and remain conscious
- Take HP damage from an attack targeting someone else
- Reduce Stress during combat or rest
- Use a Fury Domain Feature to alter the outcome of a scene
- Avoid HP damage by raising your thresholds with Unarmored Resolve
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:
- Critical → Serious
- Serious → Minor
- Minor → No HP loss
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:
- You may use your Fury Aspect to resist
- Your resistance rolls have Advantage
- Their influence rolls have Disadvantage
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:
- Add +1 to your Evasion score
- You may reroll one damage die per turn
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):
- Win a battle while suffering a Critical Wound
- Drop to 0 HP and return to combat
- Cause a Fear or Morale Break in enemies
- Use a Fury feature in conjunction with another character’s Team Action
- Reduce your Stress from 4+ to 0 without resting
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:
- Mark 1 Stress, and
- Have Disadvantage on their next attack
Second Wind (Standalone – Passive Recovery)
At the start of your turn, if you have 0 Action Load and are below half HP, you may:
- Reduce 1 Stress, or
- Recover 1 HP
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:
- Remove 1 condition affecting your defense or movement (e.g., Slowed, Shaken, Weakened)
- Or grant a nearby ally (within 10 feet) +1 Evasion until the start of your next turn
No Mercy (Standalone – Finisher Passive)
When you deal a Critical Wound, you may spend 1 Stress to choose one:
- Force a nearby enemy to make a morale check (or retreat/falter), or
- Immediately follow up with a shove, trip, or disarm (no Action Load cost)
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:
- You are immune to forced movement
- You may ignore one condition affecting your movement or offense at the start of each of your turns
- When you suffer a Serious or Critical Wound, you may immediately take one free action (costs no Action Load, once per round)
Requirements to Advance to Tier 4 (complete 4 of the following):
- Survive to the end of a battle after being reduced to 0 HP and returning to your feet
- Win a battle against superior numbers while maintaining Stress 4+ for at least 3 rounds
- Use a Fury Domain Feature to reshape or destroy a significant obstacle, structure, or threat
- Turn the tide of a scene by inspiring allies or intimidating enemies through unshakable resolve
- Perform a feat of strength, defiance, or fury that is remembered beyond the battle (e.g., break a siege line, stand alone to buy time, silence a hostile crowd with a single act)
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:
- When you hit with a melee attack, treat the target’s Serious Threshold as 1 point lower and Critical Threshold as 2 points lower
- On a hit, you may push the target 5 feet or impose Disadvantage on their next attack
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:
- Destroy a physical object (e.g., wall, door, armor, shield)
- Split a large structure or vehicle (e.g., statue, cart)
- Force a morale check from nearby enemies
- Throw the target 20 feet and knock them prone
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:
- End all harmful conditions on yourself
- Become immune to forced movement and stuns for the rest of the round
- Gain Advantage on all Resistance Checks until your next turn
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:
- Fail: You choose — they are pushed 10 feet or knocked prone
- Success: No effect
Redline (Passive – Resource Manipulation)
You burn hot—fast and dangerous.
While your Stress is 4 or higher:
- You may take 1 extra action per turn without increasing Action Load
- However, you cannot use Refocus, and you lose 1 HP at the end of each of your turns
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:
- Shove each enemy 5 feet aside, or
- Apply Disadvantage to their next attack
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:
- Maximum Stress
- Maximum HP
- Evasion
- Both Damage Thresholds
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.
- On a Critical Wound, the target must also succeed on a Fortitude Resistance Check or be knocked prone, stunned, or disarmed (GM’s discretion).
- If the target is an object or structure, it shatters or collapses if the damage would exceed its integrity.
🌪 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.
- On a failure: take 2d6 + Fury Aspect damage and suffer prone, shove 10 feet, or disarm (your choice).
- On a success: take half damage and no additional effect.
🛡️ 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:
- You cannot be shoved, pulled, or knocked prone
- Attacks against adjacent allies have Disadvantage
- You may use Take the Blow even if already used this round
🦴 Crack the Soul (Control Passive)
When you deal a Critical Wound, the target must make a Willpower Resistance Check. On failure:
- They suffer a Morale Break or are Shaken for the rest of the scene
- If they are bound (summoned, mounted, etc.), the bond is severed or disrupted
- If undead, construct, or spirit, they are banished, weakened, or turn to dust (GM discretion)
🗣 Name of Wrath (Social/Exploration – Legendary Presence)
Once per scene, when you act boldly and aggressively, your reputation precedes you:
- Enemies must succeed a Willpower Check or flee or submit
- NPCs may surrender, comply, or reconsider plans
- In cities or strongholds, you may demand safe passage, audience, or challenge rights
🔥 Redline Ascendant (Limit Break – Active)
Action Load: 3 + 2 Stress
Push your body past mortal limits. For 1 minute (10 rounds):
- +2 to all Evasion scores
- All melee attacks gain Advantage
- Ignore Exhaustion penalties
- Regain 1 HP at the start of your turn if not at 0 HP
- At end of duration, gain 1 level of Exhaustion