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Daghop

Aggressive Assault: Because I am driven to extreme aggression, when I am Forcefully Combative and attack I may add from one to four additional Fate dice to my 4dF attack roll and choose the four best dice as my result. However, until my next exchange whenever I defend I add the same number of Fate dice to my defend rolls and choose the four worst dice as my result.

Swamp Fighter: Because I am so adept at fighting within swampy areas and using my environment effectively, I may add Primal as a bonus when I am Combative in swamps and marshlands.

Amphibious Swimmer: Because I am amphibious, I may add my Primal capability bonus when I am Focused while swimming. Additionally, while swimming underwater I can hold my breath for an entire scene before having to come up for air.

Sprinter: Because I am able to put on a little extra burst of speed when I need to, once per scene whenever I move a zone I may choose to immediately move another zone for free and this does not prevent me from attacking. Alternately, if I do nothing but move I may use this ability to move two (2) extra zones.

Swamp Stride: Because of my mastery of the natural world, I gain +1 when I am Sneakily Primal while in swamps and marshlands, I am unobstructed by undergrowth and areas of water, and if I take a full move I may move three zones instead of two. Finally, tracking me in swampy areas is very difficult; those attempting it must overcome a difficulty equal to my ((Sneaky + Primal) * 3).

Terrifying Croak: Because I am able to make a terrifying noise, I gain +1 when being Flashy and attempting to frighten or demoralize. Alternately, once per scene if I move a zone and attack while Flashy I may also attempt to create advantage to frighten or demoralize everyone in the same zone as my target as a free action.