Heroic Abilities¶
You fight with an array of heroic abilities, all of which cost ferocity to fuel them.
3-Ferocity Ability¶
Choose one heroic ability from the following options, each of which costs 3 ferocity to use. (Quick Build: Back!)
Back! (3 Ferocity)¶
You hew about you with your mighty weapon, hurling enemies backward.
Area, Melee, Weapon Main action π 1 burst π― Each enemy in the area Power Roll + Might:
- β€11: 5 damage
- 12-16: 8 damage; push 1
- 17+: 11 damage; push 3
Out of the Way! (3 Ferocity)¶
Your enemies will clear your pathβwhether they want to or not.
Melee, Strike, Weapon Main action π Melee 1 π― One creature Power Roll + Might:
- β€11: 3 + M damage; slide 2
- 12-16: 5 + M damage; slide 3
- 17+: 8 + M damage; slide 5
Effect: When you slide the target, you can move into any square they leave. If you take damage from an opportunity attack by moving this way, the target takes the same damage.
Tide of Death (3 Ferocity)¶
Teach them the folly of lining up for you.
Melee, Weapon Main action π Self; see below π― Self Effect: You move up to your speed in a straight line, and enemy squares are not difficult terrain for this movement. You can end this movement in a creature's space and move them to an adjacent unoccupied space. You make one power roll that targets each enemy whose space you move through.
Power Roll + Might:
- β€11: 2 damage
- 12-16: 3 damage
- 17+: 5 damage
Effect: The last target you damage takes extra damage equal to your Might score for each opportunity attack you trigger during your move.
Your Entrails Are Your Extrails! (3 Ferocity)¶
Hard for them to fight when they're busy holding in their giblets.
Melee, Strike, Weapon Main action π Melee 1 π― One creature or object Power Roll + Might:
- β€11: 3 + M damage; M < WEAK, bleeding (save ends)
- 12-16: 5 + M damage; M < AVERAGE, bleeding (save ends)
- 17+: 8 + M damage; M < STRONG, bleeding (save ends)
Effect: While bleeding this way, the target takes damage equal to your Might score at the end of each of your turns.
5-Ferocity Ability¶
Choose one heroic ability from the following options, each of which costs 5 ferocity to use. (Quick Build: Blood for Blood!)
Blood for Blood! (5 Ferocity)¶
See how well they fight after you've bled them dry.
Melee, Strike, Weapon Main action π Melee 1 π― One creature or object Power Roll + Might:
- β€11: 4 + M damage; M < WEAK, bleeding and weakened (save ends)
- 12-16: 6 + M damage; M < AVERAGE, bleeding and weakened (save ends)
- 17+: 10 + M damage; M < STRONG, bleeding and weakened (save ends)
Effect: You can deal 1d6 damage to yourself to deal an extra 1d6 damage to the target.
Make Peace With Your God! (5 Ferocity)¶
Anger is your energy.
- Free maneuver π Self π― Self Effect: You gain 1 surge, and the next ability roll you make this turn automatically obtains a tier 3 outcome.
Thunder Roar (5 Ferocity)¶
You unleash a howl that hurls your enemies back.
Area, Melee, Weapon Main action π 5 x 1 line within 1 π― Each enemy in the area Power Roll + Might:
- β€11: 6 damage; push 2
- 12-16: 9 damage; push 4
- 17+: 13 damage; push 6
Effect: The targets are force moved one at a time, starting with the target nearest to you, and can be pushed into other targets in the same line.
To the Uttermost End (5 Ferocity)¶
You gut your life force to ensure a foe's demise.
Melee, Strike, Weapon Main action π Melee 1 π― One creature Power Roll + Might:
- β€11: 7 + M damage
- 12-16: 11 + M damage
- 17+: 16 + M damage
Spend 1+ Ferocity: While you are winded, this ability deals an extra 1d6 damage for each ferocity spent. While you are dying, it deals an extra 1d10 damage for each ferocity spent. In either case, you lose 1d6 Stamina after making this strike.