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rules:domains:fury [2025/07/02 23:57] – Ron Helwig | rules:domains:fury [2025/07/06 19:12] (current) – Ron Helwig | ||
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- | << rules: | + | << rules: |
# 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 |
### Core Feature: Unarmored Resolve | ### Core Feature: Unarmored Resolve | ||
- | While you are **not wearing armor**, increase | + | While you are **not wearing armor**, increase |
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. | ||
+ | </ | ||
### Take the Blow (Team Action – Reactive) | ### Take the Blow (Team Action – Reactive) | ||
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When you have **3 or more Stress**: | When you have **3 or more Stress**: | ||
- | - Add **+1 to all Evasion | + | - Add **+1 to your Evasion |
- 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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## Tier 2 Feature Cards | ## Tier 2 Feature Cards | ||
- | (unchanged, not repeated here for brevity) | + | ### Vengeful Intercept |
+ | |||
+ | When you use *Take the Blow*, you may immediately make a **Melee Attack** against the attacker. | ||
+ | This attack **does | ||
+ | If it hits, the target marks **1 Stress** in addition to any damage taken. | ||
+ | |||
+ | ### Roaring Challenge (Enhancement – Roleplay/ | ||
+ | |||
+ | **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/ | ||
+ | - Immediately follow up with a **shove**, **trip**, or **disarm** (no Action Load cost) | ||
## Tier 3 Base Card: Fury Expert | ## Tier 3 Base Card: Fury Expert | ||
- | At Tier 3, Fury characters become unstoppable forces—masters of momentum, pain, and presence... | + | At Tier 3, Fury characters become unstoppable forces—masters of momentum, pain, and presence. |
### Core Feature: Unyielding Force | ### Core Feature: Unyielding Force | ||
- | You gain the following benefits while your **Stress is 2 or more**: | + | 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 are **immune to forced movement** | ||
- You may **ignore one condition** affecting your movement or offense at the start of each of your turns | - 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) | - 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 | ## Tier 3 Feature Cards | ||
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### Shield-Breaker Stance (Combat – Stance) | ### Shield-Breaker Stance (Combat – Stance) | ||
- | **Activation: | + | **Activation: |
**Duration: | **Duration: | ||
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- On a hit, you may **push** the target 5 feet or impose **Disadvantage** on their next attack | - On a hit, you may **push** the target 5 feet or impose **Disadvantage** on their next attack | ||
- | (others unchanged) | + | ### Worldsplitter |
+ | |||
+ | > *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**: | ||
+ | |||
+ | ### 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/ | ||
+ | |||
+ | > *You move like an avalanche—obstacles scatter.* | ||
+ | |||
+ | You ignore **difficult terrain**, **restraints**, | ||
+ | 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 | ## Tier 4 Base Card: Fury Master | ||
- | At Tier 4, Fury characters are avatars of survival, strength, and defiance... | + | At Tier 4, Fury characters are avatars of survival, strength, and defiance. |
### Core Feature: Embodiment of Fury | ### Core Feature: Embodiment of Fury | ||
- | Add +1 to each of the following: | + | In addition to the Core Features from previous tiers, add +1 to each of the following: |
- **Maximum Stress** | - **Maximum Stress** |