AgileStrongTough

Agile

Level Cost Abilities
1 Feat of Agility: 1/day, Coordination
2 15 CP Feat of Agility: 2/day, Ambidexterity
3 30 CP Feat of Agility: 3/day, Finesse
4 45 CP Greater Feats of Agility, Surefoot
5 60 CP Heroic Feats of Agility, Dervish
6 75 CP Legendary Grace
Feats of Agility
         By focusing their native dexterity, a character can spend a feat of agility to…
  • …use a single Dodge effect, as per the combat ability.
  • …regain lost footing in physical challenges.
  • …ignore an accidental step into a circle or magical wall.

Using a Feat of Agility is called as “Feat of Agility,” or simply “Agility.” In the case of “physical challenges” like jumping stones, a character must normally land entirely within the boundaries of the “stone” in order to keep their feet. With a feat of agility, they may—very quickly—reposition themselves after jumping, if such is not the case. Using a feat to ignore a misstep into a wall or circle will not allow the character to pass through such barriers, only to reposition themselves without taking effects.

Coordination
Characters with this ability may wield two melee weapons at once. One of these weapons may be no longer than a short sword (33”).
Ambidexterity
Improves on the ability of Coordination, extending the usable length of a secondary weapon to that of a long sword (46”).
Finesse
This ability allows characters to use their natural agility in combat in place of brute force. Their base Prowess becomes their level in the Agile trait -1, or their level in the Strong trait, whichever number is higher. Finesse also grants the character the Evade ability, as per the combat maneuver of the same name.
Greater Feats of Agility
This ability increases both the scope and the power of any feats of agility called by those who possess it; they have improved them to such an extent that they may spend one to…
  • …call a free True Strike 2, or better, with any kind of weapon. A True Strike does base damage equal to a character’s normal Power Strike damage in the weapon they are using, with 2 being the minimum. True Strikes may not be defended against with any combat maneuver, nor can they be resisted through other effects. The only way to defend against a True Strike is to actually defend against it mundanely.
  • …become Hasted, with 3 extra dodge effects (“Greater Agility: Haste, Haste, Haste…”). As soon as the Hasted condition ends, its unused free dodges are lost.
Surefoot
This ability allows a character to regain footing—just like the final two basic feat abilities—without actually spending a Feat of Agility. Otherwise, treat these situations just as if they have used the feat. Surefooted characters also gain the Dodge ability as per the combat maneuver of the same name.
Heroic Feats of Agility
 This ability further increases both the scope and the power of any feats of agility called by those who possess it; they have improved them to such an extent that they may spend one to…
  • …call a free Mortal Blow with any kind of weapon.
  • …fully restore Prowess after 1 minute of concentration.
Dervish
This ability simply grants a +1 damage bonus to any Power Strikes called while wielding two melee weapons. As well, Dervishes gain Mobility, as per the combat ability of the same name.
Legendary Grace
This potent ability allows a character to restore their Feats of Agility after 10 minutes of standard rest. In addition, if any attack maneuver they spend Prowess on is defended against with a called ability (e.g. a defensive maneuver, Threshold, or a reduction/resist/negation effect), a character with Legendary Grace immediately restores all prowess spent on the foiled attack. Mundane defenses will not trigger this effect.

Strong

Level Cost Abilities
Prowess = Trait Level + Highest Combat Skill
1 Feat of Strength: 1/day, Capable
2 15 CP Feat of Strength: 2/day, Hand-and-a-Half
3 30 CP Feat of Strength: 3/day, Heavy Arm
4 45 CP Greater Feats of Strength, Mighty
5 60 CP Heroic Feats of Strength, Titanic
6 75 CP Legendary Power
Prowess
A character’s base Prowess level is equal to their level in this trait, plus the level of their highest combat skill.
Feats of Strength
By focusing their physical power, a character may spend a feat of strength to…
  • …call a Power Strike 2 for 1 melee/thrown attack.
  • …”lift” and “carry” a body at full speed.
  • …attempt to hold a barrier closed against several foes.
  • …attempt to break a simple lock, called as a loud 3-second count.
  • …break free of Bind, Shackle, or Slow effect with a 3-second count.
  • …resist a Knockdown effect, or instantly remove the effect from another.

Unless stated otherwise, Feats of Strength abilities are called as “Feat of Strength.” Feat of Strength-based Power Strikes do 2 damage or use the highest PS the character may call with the weapon they are wielding. Heavy Weapons and other Power Strike enhancers all modify this ability, as normal. Breaking a Bind, Shackle, or Slow effect is called as “Strength 1, Strength 2, Strength 3,” over the course of 3 seconds. It takes 3 FoStrength delivered within 1 minute to break most simple locks.

Holding Doors

If someone is attempting to enter a door, you may not hold it closed against them unless you call a Feat of Strength. If you do so, you can hold it closed as long as you maintain contact with the door. If they call one or more FoS in response to yours, they may open the door unless you exceed the number of feats called against you. Essentially, the “defender” loses in the event of a tie.

If a Greater FoS is called, only a Greater or Heroic feat may be used to counter it; no number of basic FoS will have any effect. If a Heroic FoS is called, only a Heroic feat may be used to counter it; no number of basic or Greater FoS will have any effect. You may only use strength to hold an unlocked door closed. If the door is locked, only the lock/door itself will resist attempts at entry, and a Broken door cannot be held closed in any way, shape, or form. Multiple characters may call feats on any side of a contested door; these are treated exactly as if they came from one person.

Capable
A character with this ability may use heavy armor and weapons, as well as large shields.
Hand-and-a-Half
This ability allows a character to use heavy weapons in one hand, without restriction, though they lose their bonus Power Strike damage while doing so.
Heavy Arm
This ability extends the power of Hand-and-a-Half, allowing a character to use heavy weapons in one hand without losing their bonus to Power Strikes.
Greater Feats of Strength
This ability increases both the scope and the power of all feats of strength called by those who possess it. A character with this ability improves their Feats of Strength such that they may spend one to…
  • …call a Mighty Blow for 1 melee/thrown attack.
  • …call a Parry with a melee weapon.
  • …apply a standard break effect to a handheld object, after 3 seconds of concentration.
  • …hold a door against several foes, even if they call Basic Feats of Strength.
  • …break a Simple Lock or attempt to break a Complex Lock with a loud 3-second count.

A Mighty Blow does twice a character’s normal Power Strike damage and may not be Parried or Deflected. Complex Locks can be broken by spending 3 Greater feats within 1 minute.

Mighty
This ability permanently adds 1 to the damage of all melee and thrown Power Strikes the character calls. Also, a character may break Bind, Shackle, and Slow effects after 3 seconds of struggling, and they may pick up and run at full speed with a body, without spending a feat for either. These “free” feat effects must be called as normal; they just do not use up a FoStrength while doing so. Mighty characters, finally, are immune to Disarm, but not Greater Disarm maneuvers, calling “No Effect” when hit with such.
Heroic Feats of Strength
This ability further increases both the scope and the power of any feats of strength called by those who possess it. A character with this ability improves their Feats of Strength such that they may spend one to…
  • …call a Mortal Blow for 1 melee/thrown attack.
  • …call a Weapon Break with any melee weapon.
  • …fully restore Prowess after 1 minute of concentration.
  • …hold a door against several foes, even if they call Greater Feats of Strength.
  • …break a Simple or Complex Lock with a loud 3-second count.
  • …attempt to break a Superior or Mad Tinker’s lock with a loud 3-second count.

Superior and Mad Tinker’s locks may be broken by spending 3 or 6 Heroic Feats, respectively.

Titanic
Characters with this ability permanently add 1 to the damage of all melee and thrown Power Strikes they call; this ability is explicitly cumulative with the bonus from Mighty. As well, Titanic characters become entirely immune to Prowess Drain, Strength Drain, Knockdown, Bind, Shackle, and Slow effects (calling “No Effect” when hit with such).
Legendary Power
This potent ability allows the character to restore their Feats of Strength after 10 minutes of standard rest. In addition, any thrown and melee Power Strikes they spend prowess to call are automatically converted to Mighty Blows, doubling their damage and preventing them from being Parried or Deflected. Mighty Blows called in this fashion only cost 1 prowess, of course.

Tough

Level Cost Abilities
Vitality = Trait Level
1 Feat of Toughness: 1/day, Hale
2 15 CP Feat of Toughness: 2/day, Tenacious
3 30 CP Feat of Toughness: 3/day, Steadfast
4 45 CP Greater Feats of Toughness, Oxheart
5 60 CP Heroic Feats of Toughness, Indomitable
6 75 CP Legendary Fortitude
Vitality
A character’s innate Vitality (how much damage they can take naturally, added to Armor and Magical Protection to get total Resilience) is equal to their level in this trait.
Feats of Toughness
By focusing their physical resistance, a character may spend a feat of Toughness to…
  • …resist a Poison or Disease effect.
  • …increase their healing rate after being Stabilized.

Unless stated otherwise, a Feat of Toughness ability is simply called as “Feat of Toughness.” The increased healing from using a feat lasts until the character is fully healed of their injuries or they take another wound.

Hale
This ability simply doubles the amount of time a character can survive the Poison and Disease conditions, meaning they will die in two hours instead of one.
Tenacious
Characters with this ability will remain critical for ten minutes before dying, rather than five.
Steadfast
With this ability, a character’s native toughness is increased such that it takes the wounding of all four limbs to cause a torso wound directly, instead of three. Remember, however, that a second hit on an already-wounded limb will directly cause a Torso wound, regardless of this or other abilities. Steadfast characters are also immune to Subdue as per the first level Perceptive ability, Hidden Sense.
Greater Feats of Toughness
This ability increases both the scope and the power of any feats of toughness called by those who possess it; they have improved them to such an extent that they may spend one to…
  • …ignore the effects of current limb wounds until healed or wounded again.
  • …resist a Quick Venom or Plague effect.

Limb wounds that are ignored with Greater Feats of Toughness do not hinder a character’s actions in any way. This ability may not be used if a character takes 4 limb wounds, however, as they instantly take a Torso Wound in that case.

Oxheart
With this ability, a Tough character permanently gains a level of enhanced healing. Note that this will stack with the healing enhancement from using a basic feat of toughness.
Heroic Feats of Toughness
This ability further increases both the scope and the power of any feats of toughness called by those who possess it; they have improved them to such an extent that they may spend one to…
  • …call Threshold against any effect that does 3 damage or less (“Threshold 3”).
  • …spontaneously stabilize themselves at any time while Critical.
  • …completely restore Vitality after 3 seconds of concentration.

Note that the Vitality restoration does not restore Magical Protection or Armor values.

Indomitable
Characters with this ability completely ignore the debilitating effects of limb wounds. They may use wounded limbs without restriction, and even if all four of them are injured, the character will not go Critical. HOWEVER, do note that any hit on a wounded limb will still cause a torso wound immediately. Indomitable characters are also entirely immune to Poison and Disease conditions, calling “No Effect” when hit with such. Poison and Disease Strikes will still do full damage, but they will never cause their conditions.
Legendary Fortitude
This potent ability allows the character to restore their Feats of Toughness after 10 minutes of standard rest. In addition, they become entirely Immune to Plague and Quick Venom conditions. Finally, a character with this ability automatically stabilizes after 5 minutes of suffering the Critical condition: they will never die from bleeding out. Killing Blows and Killing Strikes are unaffected.