Warfare

Combat

A Hundred Scars, a Hundred Lessons • Passive

After each combat, write on your character sheet the description of a new scar and the lesson you learned from it (don’t forget to duck, fire hurts, kill the wizard first, etc). If one of your lessons ever applies to your situation, cross it off to greatly decrease or greatly increase a roll involving you.

Bulwark • Passive

Ignore the heavy armor penalty. If you are wearing heavy armor or wielding a shield, you have +5 block against ranged attacks, and you are immune to initial damage from cones, blasts, and lines.

Cleave • Action

Describe a sweeping attack → Deal melee damage to as many adjacent characters as you like.

Crowd Control • Action

Describe how control the flow of combat → Deal melee damage and choose one:

Do or Die • Action

Describe how you engage an enemy in single combat → Do one of the following based on your roll. Nobody can increase or decrease the roll.

Guardian • Interrupt

You can intercept attacks to become the new target if you are in a position where you could logically do so. When you do this, the creature you protect bolsters.

Master of Arms • Passive

You are immune to disable.You have 2 additional weapon keywords (refer to the Weapon Guidelines).

Perfect Defense • Interrupt

Once each combat, at any point, completely ignore all negative effects of an attack against you and bolster.

Exploration

Athlete • Passive

Increase all rolls you make to jump, climb, swim, and lift heavy objects.

Blood on the Wind • Action

Describe how you sense combat → The GM tells you the approximate location of all recent, current, or impending fights in the area, as well as a relevant fact about each battle.

Cold Read • Slow Action

Describe how you examine someone with a critical eye → The GM tells you how strong that creature is in relation to you, as well as a useful fact about its fighting capabilities.

Know Thy Foe • Passive

If you know extensive details about a specific creature, gain 3 advantage to use involving that creature.

Sheer Determination • Passive

You can ignore the need to sleep, eat, and rest for 1 week. Increase all rolls you make to endure long-lasting hardship (complete long marches, hold your breath, carry a wounded ally, etc).

Tactical Reposition • Passive

Once each session, gain creative license to remember a strategically useful site (a hidden cave, an abandoned fortress, an old stockpile of weapons, etc) in the region.

Interaction

Bound by Blood • Passive

After each fight or ordeal, describe how you bond with an ally who had your back → Both of you write on your character sheets that you are bound by blood. You can have up to 5 such bonds at a time. At any point, one of you can cross of your bond (expending both bonds) and choose one:

It’s Quiet… Too Quiet • Passive

Whenever there’s a lull in the action, gain creative license to introduce an interesting complication with meaningful rewards (you hear someone scream for help, an important person arrives, your quest suddenly becomes more dangerous and more lucrative, etc).

Motley Crew • Passive

Once each session, write one of the following on your and your allies’ character sheets: the muscle, the face, the fixer, the brain, the lookout, the inside agent, and the support. Anybody can cross off their descriptor to increase a roll that relates to it.

War Stories • Slow Action

Roleplay telling a war story from your past, or invoke your veteran status → Choose one:

Warrior’s Honor • Slow Action

After combat, roleplay banter with one of your enemies → Their disposition towards you significantly improves.