Deft Maneuvers
You can mark a Stress to move anywhere within far range without making an Agility Roll to get there.
Bone
Bone is the domain of mastery of swiftness and tactical mastery. Practitioners of this domain have an uncanny control over their own physical abilities, and an eye for predicting the behaviors of others in combat. Bone grants its adherents unparalleled understanding of bodies and their movements in exchange for diligent training.
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Deft Maneuvers
You can mark a Stress to move anywhere within far range without making an Agility Roll to get there.
Ability
1
Untouchable
While this card is in your loadout, add half of your Agility score to your Evasion (rounded up).
Ability
1
Strategic Approach
After a long rest, place a number of tokens equal to your Knowledge Trait on this card, with a minimum of 1. When you move into melee range of an enemy and make an Attack Roll against them, you may spend one token to choose an option below.
When you take a long rest, clear all unused tokens.
Ability
1
Boost
If you have an ally in close range of you, mark a Stress to boost off of them and into the air to perform an aerial attack at an enemy within far range. You have advantage on the attack, add 1d10 to the damage, and end your action in melee range of the target.
Ability
1
Redirect
When you successfully evade an attack coming from beyond melee range, you may roll a number of d6 equal to your proficiency. If any roll a 6, mark a Stress to redirect the attack to instead damage an enemy within very close range of you.
Ability
1
Know Thy Enemy
When observing a creature, you can make a Instinct Roll against the target. On a success, spend a Hope and ask the GM for two of the mechanical specific options about the target from the following options:
On a success, you may also mark a Stress to remove one Fear from the GM’s Fear Pool.
Ability
2
Bone Touched
When a majority of the domain cards in your loadout are from the Bone domain:
Ability
3
Breaking Blow
When you make a successful attack, you may mark a Stress to make the next successful attack against that same target do an additional 2d12 damage.
Ability
3
Wrangle
Make an Agility Roll against all enemies close to you. You may spend a Hope to move any enemies you are successful against to any position within close range.
The Agility Roll does not contribute a token to the action tracker.
Ability
1
On the Brink
When you have one Hit Point remaining, any damage below your Major Threshold is ignored.
Ability
3
Splintering Strike
Spend a Hope and make an Attack Roll against all enemies in your weapon’s range. On a success against any targets, once per long rest, you can choose to distribute this damage however you wish between any enemies you are successful against. On each enemy you apply damage to, roll an additional damage die and add its value.
Ability
1
Deathrun
Spend 3 Hope to run an open path through the battlefield and make an Attack Roll against all enemies within weapon range along your path. Of your successful targets, choose the order in which you deal damage. For the first, roll your weapon damage at +1 Proficiency. Then, remove one die from your pool and deal the remaining damage to the next target in descending order until you’re out of damage dice or enemies.
You cannot target the same creature more than once.
Ability
1
Serenity
After you successfully evade an attack, you may clear a Stress. If you successfully evade an attack and have no Stress to clear, instead gain a Hope.
Ability