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rules:domains:fury [2025/06/28 21:39] Ron Helwigrules:domains:fury [2025/07/06 19:12] (current) Ron Helwig
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-<< rules:domains:start ^ rules:start ^ rules:spells:start >>+<< rules:domains:start ^ rules:start ^ rules:domains:incantor >>
  
 # Fury Domain # Fury Domain
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 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. 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. This Aspect powers your Fury Features, including *Unarmored Resolve*.+**Fury Aspect:** Choose one Aspect that isn't *Fortitude*. This Aspect powers your Fury Features, including *Unarmored Resolve*.
  
 ### Core Feature: Unarmored Resolve ### Core Feature: Unarmored Resolve
  
-While you are **not wearing armor**, your **Damage Thresholds** are increased by your Fury Aspect value. +While you are **not wearing armor**, increase  your **Serious Threshold** by your **Fury Aspect** scoreThis increases your **Critical Threshold** by twice your **Fury Aspect**.
- +
-*Playtest note: If this is too strong, try splitting the value between the thresholds as you see fit.*+
  
 You also gain **+1 maximum Stress**. You also gain **+1 maximum Stress**.
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 - **Critical** → **Serious**   - **Critical** → **Serious**  
 - **Serious** → **Minor**   - **Serious** → **Minor**  
-- **Minor** → No HP loss (Stress only)+- **Minor** → No HP loss
  
-*Applies after armor or other effects. Cannot reduce Stress damage.*+<WRAP info> 
 +Applies after armor or other effects. Cannot reduce Stress damage. 
 +</WRAP>
  
 ### Take the Blow (Team Action – Reactive) ### Take the Blow (Team Action – Reactive)
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 ### Core Feature: Hardened Focus ### Core Feature: Hardened Focus
  
-When you have **3 or more Stress**: +When you have **3 or more Stress**:   
-Gain **+1 to all Evasion scores**+Add **+1 to your Evasion score**  
 - You may **reroll one damage die** per turn - 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. Choose **two** Domain Feature Cards from Tier 2.
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 - Immediately follow up with a **shove**, **trip**, or **disarm** (no Action Load cost) - 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**