Bone Abilities

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. The Bone domain can be accessed by the Ranger and Warrior classes.

BONE-TOUCHED

Level 7 Bone Ability

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.

BOOST

Level 4 Bone Ability

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.

BRACE

Level 3 Bone Ability

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

BREAKING BLOW

Level 8 Bone Ability

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.

CRUEL PRECISION

Level 7 Bone Ability

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

DEATHRUN

Level 10 Bone Ability

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.

DEFT MANEUVERS

Level 1 Bone Ability

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

FEROCITY

Level 2 Bone Ability

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.

I SEE IT COMING

Level 1 Bone Ability

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.

KNOW THY ENEMY

Level 5 Bone Ability

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:

  • Their unmarked Hit Points and Stress.
  • Their Difficulty and damage thresholds.

ON THE BRINK

Level 9 Bone Ability

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

RAPID RIPOSTE

Level 6 Bone Ability

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.

RECOVERY

Level 6 Bone Ability

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.

REDIRECT

Level 4 Bone Ability

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.

SIGNATURE MOVE

Level 5 Bone Ability

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.

SPLINTERING STRIKE

Level 9 Bone Ability

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, roll your weapon’s damage and distribute that damage however you wish between the targets you succeeded against. Before you deal damage to each target, roll an additional damage die and add its result to the damage you deal to them.

STRATEGIC APPROACH

Level 2 Bone Ability

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:

  • You make the attack with advantage.
  • You clear a Stress on an ally within Melee range of the adversary.

SWIFT STEP

Level 10 Bone Ability

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

TACTICIAN

Level 3 Bone Ability

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

UNTOUCHABLE

Level 1 Bone Ability

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

WRANGLE

Level 8 Bone Ability

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.

Name
Level
Domain
Damage
Description
BONE-TOUCHED 7 Bone Ability When 4 or more of the domain cards in your loadout are from the Bone domain, gain the following benefits: BOOST 4 Bone Ability 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. BRACE 3 Bone Ability When you mark an Armor Slot to reduce incoming damage, you can mark a Stress to mark an additional Armor Slot. BREAKING BLOW 8 Bone Ability 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. CRUEL PRECISION 7 Bone Ability When you make a successful attack with a weapon, gain a bonus to your damage roll equal to either your Finesse or Agility. DEATHRUN 10 Bone Ability 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. DEFT MANEUVERS 1 Bone Ability Once per rest, mark a Stress to sprint anywhere within Far range without making an Agility Roll to get there. FEROCITY 2 Bone Ability 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. I SEE IT COMING 1 Bone Ability 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. KNOW THY ENEMY 5 Bone Ability 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: ON THE BRINK 9 Bone Ability When you have 2 or fewer Hit Points unmarked, you don’t take Minor damage. RAPID RIPOSTE 6 Bone Ability 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. RECOVERY 6 Bone Ability 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. REDIRECT 4 Bone Ability 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. SIGNATURE MOVE 5 Bone Ability 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. SPLINTERING STRIKE 9 Bone Ability 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, roll your weapon’s damage and distribute that damage however you wish between the targets you succeeded against. Before you deal damage to each target, roll an additional damage die and add its result to the damage you deal to them. STRATEGIC APPROACH 2 Bone Ability 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: SWIFT STEP 10 Bone Ability When an attack made against you fails, clear a Stress. If you can’t clear a Stress, gain a Hope. TACTICIAN 3 Bone Ability When you Help an Ally, they can spend a Hope to add one of your Experiences to their roll alongside your advantage die. UNTOUCHABLE 1 Bone Ability Gain a bonus to your Evasion equal to half your Agility. WRANGLE 8 Bone Ability 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.