You are on page 1of 2

Effect: Gain counter until the end of your next

Knave turn
Heroic: You can dash 1 as an effect each time
counter triggers. Characters that trigger your
Core:
counter are shoved 1
Martial Master: You can take two stances at
once.
True Grit: Gain bonus damage and true strike on Talents
attacks when suffering from a status I. Your counter also triggers on attacks against
Taunt (1 action): A foe in range 3 must save or adjacent allies
gain hatred of you. This effect ends when you II. Charge: Becomes blast 1 (self). Area effect
taunt a different foe or when saved against as deals light damage.
normal.
Spite: 1/turn, you can make an action Heroic, but Master: IRON MAIDE
gain Hatred (ongoing) of one of its targets until After using revenge, counter damage becomes
the end of your next turn and can’t use Heroics godly until the start of your next turn
again for the same duration.
PROVOKE
Abilities 1 Action

Effect: An adjacent foe may spend an interrupt to


LOW BLOW
use an attack ability on you. Otherwise, or if they
Light Physical Melee Attack
can’t spend an interrupt, you immediately deal
Combo
light physical damage to them and daze them.
Heroic: Triggers on all adjacent foes
Attack: On hit: deal Light damage. Miss: 1
damage. Critical hit: Boost Damage
Effect: Character must save or gain hatred of Talents
you. I. You may inflict hatred on one enemy that
Heroic: Character gets +1 curse on the save and chooses to take the attack against you
attack gains true strike II. Shove any foe who took an attack against you 1
space after this ability resolves
COMBO: THE GAUNTLET
Gains range 2 and effect: Shove character 1 Master: TRUE SCA
towards you, which could cause them to collide Gain resistance to all damage from provoked
with you attacks

Talents SUCKER PUNCH


I. If taken against a target that already has Interrupt 1
hatred of you, deals bonus damage
II. If taken when you’re bloody, gain +1 boon on Trigger: An enemy adjacent to you rolls a save
the attack and you see the result
Effect: The enemy must re-roll the save, keeping
the second result.
Master Talent: SADIS
Heroic: Deal fray damage and the character rolls
Slay: Clear all conditions, blights, and marks, and
the new save with +1 curse
gain vigor 1

Talents
REVENGE I. If the character fails their new save, clear a
Heavy Physical Melee Attack
status, mark, or blight affecting you
II. While you’re bloodied, this becomes interrupt
Attack: On hit: deal Heavy Damage. Miss: Light
2
Damage. Critical hit: Boost Damage.
Master: THE HOO

1 of 2

You can dash up to 2 spaces before using sucker I. You may dash 2 towards your hated foe at the
punch, and you may give it shove 1 end of your turn
II. When foes trigger damnation’s damage you
RIPOSTE may also shove them 1
1 action, stance
Master: VENDETT
Stance: When you enter this stance or when it Foes that break adjacency with you must save or
refreshes, gain the following interrupt: gain hatred of you until the end of their turn.

Dire Parry
Interrupt 1 Limit Break: MOC
3 resolve
Trigger: A foe adjacent to you targets you or an 1 action
ally with an attack
Effect: That foe gains 1 curse on the attack. They Effect: A foe in range 3 becomes dazed,
can choose to continue the attack or lose their vulnerable, slow, loses evasion or stealth, and
action. If they miss, you may immediately deal gains hatred of you. All these effects are ongoing
light piercing physical damage to them. until they deal at least 1 damage to your hp.

Refresh this stance and regain this interrupt when Your max speed is reduced to 0, you become
a foe hits you with an attack. This could cause you sturdy, and gain counter, evasion, and dodge for
to use it multiple times between turns, but you the same duration.
either have it or not - it doesn’t stack.
Master: TORMEN
Talents Your attacks against your target also gain on hit:
I. While you are bloody, your foe gets 2 curses gain vigor 1
on the attack instead.
II. You may dash 1 before triggering riposte

Master: FENCIN
Refresh Riposte at the start of your turn. Dire
Parry stacks up to 3 times, and you can bank these
uses between turns.

DAMNATION
1 action, stance

Stance: While in this stance:


• You gain hatred (ongoing) of the closet foe to
you at the start of your turn or when you enter
this stance.
• The first time a foe breaks adjacency to you for
any reason during their turn, they take light
piercing damage as an effect.
Heroic: Gain sturdy when entering Damnation
until the end of your next turn.

At the end of your next turn you can either refresh


this stance as a free action or exit it.

Talents

2 of 2

You might also like