Domains

Bone

Bone

Bone is the domain of tactics and the body. Practitioners of this domain have an uncanny control over their own physical abilities and an eye for predicting the behaviors of others in combat. Adherents to Bone gain an unparalleled understanding of bodies and their movements.

0

Tamara Osborn

Deft Maneuvers

Once per rest, mark a Stress to sprint anywhere within Far range without making an Agility Roll to get there.

If you end this movement within Melee range of an adversary and immediately make an attack against them, gain a +1 bonus to the attack roll.

Ability

1

Mat Wilma

I See It Coming

When you’re targeted by an attack made from beyond Melee range, you can mark a Stress to roll a d4 and gain a bonus to your Evasion equal to the result against the attack.

Ability

1

Henry Peters

Untouchable

Gain a bonus to your Evasion equal to half your Agility.

Ability

2

Mat Wilma

Ferocity

When you cause an adversary to mark 1 or more Hit Points, you can spend 2 Hope to increase your Evasion by the number of Hit Points they marked. This bonus lasts until after the next attack made against you.

Ability

1

Julia Metzger

Strategic Approach

After a long rest, place a number of tokens equal to your Knowledge on this card (minimum 1). The first time you move within Close range of an adversary and make an attack against them, you can spend one token to choose one of the following options:

When you take a long rest, clear all unspent tokens.

Ability

1

Rick Hefner

Brace

When you mark an Armor Slot to reduce incoming damage, you can mark a Stress to mark an additional Armor Slot.

Ability

1

Kristina Gehrmann

Tactician

When you Help an Ally, they can spend a Hope to add one of your Experiences to their roll alongside your advantage die.

When making a Tag Team Roll, you can roll a d20 as your Hope Die.

Ability

1

Bear Frymire

Boost

Mark a Stress to boost off a willing ally within Close range, fling yourself into the air, and perform an aerial attack against a target within Far range. You have advantage on the attack, add a d10 to the damage roll, and end your move within Melee range of the target.

Ability

1

Jenny Tan

Redirect

When an attack made against you from beyond Melee range fails, roll a number of d6s equal to your Proficiency. If any roll a 6, you can mark a Stress to redirect the attack to damage an adversary within Very Close range instead.

Ability

1

Grant Griffin

Know Thy Enemy

When observing a creature, you can make an Instinct Roll against them. On a success, spend a Hope and ask the GM for one set of information about the target from the following options:

Additionally on a success, you can mark a Stress to remove a Fear from the GM’s Fear Pool.

Ability

1

Bear Frymire

Signature Move

Name and describe your signature combat move. Once per rest, when you perform this signature move as part of an action you’re taking, you can roll a d20 as your Hope Die. On a success, clear a Stress.

Ability

0

Rafater

Rapid Riposte

When an attack made against you from within Melee range fails, you can mark a Stress and seize the opportunity to deal the weapon damage of one of your active weapons to the attacker.

Ability

1

Juan Salvador Almencion

Recovery

During a short rest, you can choose a long rest downtime move instead. You can spend a Hope to let an ally do the same.

Ability

2

Samantha Kung

Bone-Touched

When 4 or more of the domain cards in your loadout are from the Bone domain, gain the following benefits:

  • +1 bonus to Agility
  • Once per rest, you can spend 3 Hope to cause an attack that succeeded against you to fail instead.

Ability

1

Maxime Minard

Cruel Precision

When you make a successful attack with a weapon, gain a bonus to your damage roll equal to either your Finesse or Agility.

Ability

3

Mat Wilma

Breaking Blow

When you make a successful attack, you can mark a Stress to make the next successful attack against that same target deal an extra 2d12 damage.

Ability

1

Samantha Kung

Wrangle

Make an Agility Roll against all targets within Close range. Spend a Hope to move targets you succeed against, and any willing allies within Close range, to another point within Close range.

Ability

1

Juan Salvador Almencion

On the Brink

When you have 2 or fewer Hit Points unmarked, you don’t take Minor damage.

Ability

3

Gaboleps

Splintering Strike

Spend a Hope and make an attack against all adversaries within your weapon’s range. Once per long rest, on a success against any targets, add up the damage dealt, then redistribute that damage however you wish between the targets you succeeded against. When you deal damage to a target, roll an additional damage die and add its result to the damage you deal to that target.

Ability

1

Letícia Freitas

Deathrun

Spend 3 Hope to run a straight path through the battlefield to a point within Far range, making an attack against all adversaries within your weapon’s range along that path. Choose the order in which you deal damage to the targets you succeeded against. For the first, roll your weapon damage with a +1 bonus to your Proficiency. Then remove a die from your damage roll and deal the remaining damage to the next target. Continue to remove a die for each subsequent target until you have no more damage dice or adversaries.

You can’t target the same adversary more than once per attack.

Ability

2

Allan Santos

Swift Step

When an attack made against you fails, clear a Stress. If you can’t clear a Stress, gain a Hope.

Ability