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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

Level
Source
0
Ability
Bare Bones

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
Simon Pape
Core
0
Ability
Forceful Push

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 d6 to your damage roll.

Additionally, you can spend a Hope to make them temporarily Vulnerable.

Mat Wilma
Core
1
Ability
I Am Your Shield

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.

Juan Salvador Almencion
Core
1
Ability
Body Basher

You use the full force of your body in a fight. On a successful attack using a weapon with a Melee range, gain a bonus to your damage roll equal to your Strength.

Ilya Royz
Core
0
Ability
Bold Presence

When you make a Presence Roll, you can spend a Hope to add your Strengthto the roll.

Additionally, once per rest when you would gain a condition, you can describe how your bold #{presence}# aids you in the situation and avoid gaining the condition.

Bear Frymire
Core
1
Ability
Critical Inspiration

Once per rest, when you critically succeed on an attack, all allies within Very Close range can clear a Stressor gain a Hope.

Suzanne Helmigh
Core
1
Ability
Lean on Me

Once per long rest, when you console or inspire an ally who failed an action roll, you can both clear 2 Stress.

Jenny Tan
Core
1
Ability
Goad Them On

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.

Anthony Jones
Core
2
Ability
Support Tank

When an ally within Close range fails a roll, you can spend 2 Hope to allow them to reroll either their Hope or Fear Die.

James Green
Core
1
Ability
Armorer

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.

Alex Konstad
Core
1
Ability
Rousing Strike

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 1d4 Stress.

Ilya Royz
Core
1
Ability
Inevitable

When you fail an action roll, your next action roll has advantage.

Ivan Koltovich
Core
2
Ability
Rise Up

Gain a bonus to your Severethreshold equal to your Proficiency.

When you mark 1 or more Hit Points from an attack, clear a Stress.

Ana Amaral
Core
1
Ability
Shrug It Off

When you would take damage, you can mark a Stress to reduce the severity of the damage by one threshold. When you do, roll a d6. On a result of 3 or lower, place this card in your vault.

Rafater
Core
1
Ability
Valor-Touched

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

Daarken
Core
1
Ability
Full Surge

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.

Mike Azevedo
Core
2
Ability
Ground Pound

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 4d10+8 damage. Targets who succeed take half damage.

Rafater
Core
1
Ability
Hold the Line

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.

Laura Galli
Core
3
Ability
Lead by Example

When you deal damage to an adversary, you can mark a Stress and describe how you encourage your allies. The next PC to make an attack against that adversary can clear a Stress or gain a Hope.

Jenny Tan
Core
4
Ability
Unbreakable

When you mark your last Hit Point, instead of making a death move, you can roll a d6 and clear a number of Hit Points equal to the result. Then place this card in your vault.

Luísa Costa
Core
1
Ability
Unyielding Armor

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.

Samantha Kung
Core

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