Starting Benefits
Rage (Action)
You learn a Special Action: Rage. To use this Action you must expend 1 Stamina.
Until the End of the Scene:
- You can add your Might Bonus to the Damage of any Attack
- Your Might Skill Checks have Advantage.
- You cannot use the Defend Action
Maintaining this Effect requires your Concentration.
Quick Temper (Combo)
As a Combo, you can use your Rage Action or make a Might Skill Check, and one other Action of your choice.
You can use these Actions in any order.
Progression Benefits
Reckless Attack (Attack Technique)
An Attack against an Adjacent Target gains Advantage.
After the Attack, any Adjacent Characters can as a Reaction make an Attack against you.
Toughen Up (Rage Technique)
You gain 10 Protection.
Lash Out (Rage Technique)
You can immediately make an extra Attack Action.
Rush (Rage Technique)
You can immediately make an extra Move Action.
Shout (Rage Technique)
Adjacent Characters of your choice must succeed on a Mind Defense Check against your Martial Effect DC or become Shocked and Frightened of you until the Start of your Next Turn.
Brutal Attack (Reaction)
When an Attack Hits, expend 1 Stamina to increase the Performance of the Attack by one Stage. Weak Hits becomes Normal, Normal Hits become Strong and Strong Hits become Critical Hits.
Endure (Reaction)
When you would take a Wound, you can as a Reaction expend 1 Stamina to not take that Wound.