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Fury Abilities


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Fury Feature

Fury Abilities

Level 1

You specialize in dealing massive damage on the battlefield, and have mastered unique martial abilities that allow you to strike hard and keep moving.

Signature Ability

Choose one signature ability from the following options. Signature abilities can be used at will. (Quick Build: To the Death!)

l
Main Action

Brutal Slam

Signature

The heavy impact of your weapon attacks drives your foes ever back.

Distance
Targets
One creature or object
Power Roll +Might
!3 + M damage; push 1
@6 + M damage; push 2
#9 + M damage; push 4
l
Main Action

Hit and Run

Signature

Staying in constant motion helps you slip out of reach after a brutal assault.

Distance
Targets
One creature or object
Power Roll +Might
!2 + M damage
@5 + M damage
#7 + M damage; A < STRONG, slowed (save ends)
Effect

You can shift 1 square.

l
Main Action

Impaled!

Signature

You skewer your enemy like a boar upon a spit.

Distance
Targets
One creature of your size or smaller
Power Roll +Might
!2 + M damage; M < WEAK, grabbed
@5 + M damage; M < AVERAGE, grabbed
#7 + M damage; M < STRONG, grabbed
l
Main Action

To the Death!

Signature

Your reckless assault leaves you tactically vulnerable.

Distance
Targets
One creature or object
Power Roll +Might
!3 + M damage
@6 + M damage
#9 + M damage
Effect

You gain 2 surges, and the target can make an opportunity attack against you as a free triggered action.

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!)

l
Main Action

Back!

You hew about you with your mighty weapon, hurling enemies backward.

AreaMeleeWeapon
Distance
Targets
Each enemy in the area
Power Roll +Might
!5 damage
@8 damage; push 1
#11 damage; push 3
l
Main Action

Out of the Way!

Your enemies will clear your path—whether they want to or not.

Distance
Targets
One creature
Power Roll +Might
!3 + M damage; slide 2
@5 + M damage; slide 3
#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.

l
Main Action

Tide of Death

Teach them the folly of lining up for you.

MeleeWeapon
Distance
Self; see below
Targets
Self
Power Roll +Might
!2 damage
@3 damage
#5 damage
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.

Effect

The last target you damage takes extra damage equal to your Might score for each opportunity attack you trigger during your move.

l
Main Action

Your Entrails Are Your Extrails!

Hard for them to fight when they're busy holding in their giblets.

Distance
Targets
One creature or object
Power Roll +Might
!3 + M damage; M < WEAK, bleeding (save ends)
@5 + M damage; M < AVERAGE, bleeding (save ends)
#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!)

l
Main Action

Blood for Blood!

See how well they fight after you've bled them dry.

Distance
Targets
One creature or object
Power Roll +Might
!4 + M damage; M < WEAK, bleeding and weakened (save ends)
@6 + M damage; M < AVERAGE, bleeding and weakened (save ends)
#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.

f
Maneuver

Make Peace With Your God!

Anger is your energy.

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Distance
Self
Targets
Self
Effect

You gain 1 surge, and the next ability roll you make this turn automatically obtains a tier 3 outcome.

l
Main Action

Thunder Roar

You unleash a howl that hurls your enemies back.

AreaMeleeWeapon
Distance
5 x 1 line within 1
Targets
Each enemy in the area
Power Roll +Might
!6 damage; push 2
@9 damage; push 4
#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.

l
Main Action

To the Uttermost End

You gut your life force to ensure a foe's demise.

Distance
Targets
One creature
Power Roll +Might
!7 + M damage
@11 + M damage
#16 + M damage
Spend 1+ FerocityWhile 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.
Source: Draw Steel: Heroes · printing 1.01b