Muscle
Heavy lifting is needed on every dock, every rowdy bar, and every military front. Whether it's back breaking work or work breaking backs, muscle is always in demand. People who find themselves in this area of work often get jobs as bouncers, dockworkers, boxers, thugs, farmhands, and other labor intensive workers.
Labor
You are conditioned to perform backbreaking work, whether it's loading barrels at the docks or being a bouncer at a tavern.
- Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
- On any Rolls where you attempt to use physical endurance and brute strength outside of combat, gain a die.
- Low Wages: On an Apprentice Mettle Roll, you can spend a Downtime Action working and earn Pence equal to the Face of each Set you spend.
- Journeyman Rank: This ability can be purchased a second time to gain the Journeyman Rank.
- In all instances, gain two dice instead of one.
- Mid Wages: On a Journeyman Mettle Roll, you can spend a Downtime Action working and earn Sterling equal to the Face of each Set you spend.
- Master Rank: This ability can be purchased a third time to gain the Master Rank.
- In all instances, gain three dice instead of two.
- High Wages: On a Master Mettle Roll, you can spend a Downtime Action working and earn Ingots equal to the Face of each Set you spend.
Melee Weapons
Use and care of melee weapons.
- Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
- On Athletics Rolls to make a melee attack, gain a die.
- Requires: A melee weapon.
- Journeyman Rank: This ability can be purchased a second time to gain the Journeyman Rank.
- In all instances, gain two dice instead of one.
- Master Rank: This ability can be purchased a third time to gain the Master Rank.
- In all instances, gain three dice instead of two.
Backhand
Brutal clashes with you in melee are unsustainable for all but the toughest.
- Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
- If you successfully defend in melee, you can spend a Set to deal 1 damage per Set spent.
- Journeyman Rank: This ability can be purchased a second time to gain the Journeyman Rank.
- If you successfully defend in melee, you can spend a Set to deal damage equal to the size of the Sets spent minus 1.
- Master Rank: This ability can be purchased a third time to gain the Master Rank.
- If you successfully defend in melee, you can spend a Set to deal damage equal to the size of the Sets spent.
Forceful
Even when properly defended against, your strikes stagger your opponents.
- Failed Melee Attack Rolls deal their Size in Stun to their targets.
DEVNOTE - MAYBE INSTEAD ADD A WEAK HAZARD LIKE “OFF-BALANCE” TO SUCCESSFUL ATTACKS.
Offhand Melee
A side weapon in case things get dicey. You have the training and coordination for a more versatile attack.
- As a Minor Action, additional Sets can be spent to affect additional targets. One Target per new Set.
Hammer Grip
A mighty grip useful for a powerful attack with a slow follow-through, possibly leaving you defenseless.
- Spend an action point to gain a die in a melee attack.
- Usable once per attack.
Intimidate
Using fear to coerce a character to perform an action.
- Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
- On Rolls to physically coerce another character into action, gain one die.
- Journeyman Rank: This ability can be purchased a second time to gain the Journeyman Rank.
- In all instances, gain two dice instead of one.
- Master Rank: This ability can be purchased a third time to gain the Master Rank.
- In all instances, gain three dice instead of two.
- Staredown: