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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:

  • CriticalSerious
  • SeriousMinor
  • Minor → No HP loss (Stress only)

>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 all Evasion scores
  • You may reroll one damage die per turn

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

(unchanged, not repeated here for brevity)

Tier 3 Base Card: Fury Expert

At Tier 3, Fury characters become unstoppable forces—masters of momentum, pain, and presence…

Core Feature: Unyielding Force

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)

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

(others unchanged)

Tier 4 Base Card: Fury Master

At Tier 4, Fury characters are avatars of survival, strength, and defiance…

Core Feature: Embodiment of Fury

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