ValorCore
Valor is the domain of protection. Whether through attack or defense, those who choose this discipline channel formidable strength to protect their allies in battle. Valor offers great power to those who raise their shields in defense of others.
Domain Cards
When you choose not to equip armor, you have a base Armor Score of 3 + your Strength and use the following as your base damage thresholds:
- Tier 1: 9/19
- Tier 2: 11/24
- Tier 3: 13/31
- Tier 4: 15/38
Make an attack with your primary weapon against a target within Melee range. On a success, you deal damage and knock them back to Close range. On a success with Hope, add a
Additionally, you can spend a Hope to make them temporarily Vulnerable.
When an ally within Very Close range would take damage, you can mark a Stress to stand in the way and make yourself the target of the attack instead. When you take damage from this attack, you can mark any number of Armor Slots.
Once per rest, when you critically succeed on an attack, all allies within Very Close range can clear a Stressor gain a Hope.
Describe how you taunt a target within Close range, then make a Presence Roll against them. On a success, the target must mark a Stress, and the next time the GM spotlights them, they must target you with an attack, which they make with disadvantage.
While you’re wearing armor, gain a +1 bonus to your Armor Score.
During a rest, when you choose to repair your armor as a downtime move, your allies also clear an Armor Slot.
Once per rest, when you critically succeed on an attack, you and all allies who can see or hear you can clear a Hit Point or
When you fail an action roll, your next action roll has advantage.
Gain a bonus to your Severethreshold equal to your Proficiency.
When you mark 1 or more Hit Points from an attack, clear a Stress.
When 4 or more of the domain cards in your loadout are from the Valor domain, gain the following benefits:
- +1 bonus to your Armor Score
- When you mark 1 or more Hit Points without marking an Armor Slot, clear an Armor Slot.
Once per long rest, mark 3 Stress to push your body to its limits. Gain a +2 bonus to all of your character traits until your next rest.
Spend 2 Hope to strike the ground where you stand and make a Strength Roll against all targets within Very Close range. Targets you succeed against are thrown back to Far range and must make a Reaction Roll (17). Targets who fail take
Describe the defensive stance you take and spend a Hope. If an adversary moves within Very Close range, they’re pulled into Melee range and Restrained .
This condition lasts until you move or fail a roll with Fear, or the GM spends 2 Fear on their turn to clear it.
When you would mark an Armor Slot, roll a number of d6s equal to your Proficiency. If any roll a 6, reduce the severity by one threshold without marking an Armor Slot.
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