Valor domain cards
| Lvl | Card | Type | Recall | Text |
|---|---|---|---|---|
| 1 | Bare Bones | Ability | 0 | When you choose not to equip armor, you have a base Armor Score of 3 + your Strength and use the following as your base damage thresholds: - Tier 1: 9/19 - Tier 2: 11/24 - Tier 3: 13/31 - Tier 4: 15/38 |
| 1 | Forceful Push | Ability | 0 | Make an attack with your primary weapon against a target within Melee range. On a success, you deal damage and knock them back to Close range. On a success with Hope, add a d6 to your damage roll. Additionally, you can spend a Hope to make them temporarily Vulnerable. |
| 1 | I Am Your Shield | Ability | 1 | When an ally within Very Close range would take damage, you can mark a Stress to stand in the way and make yourself the target of the attack instead. When you take damage from this attack, you can mark any number of Armor Slots. |
| 2 | Body Basher | Ability | 1 | You use the full force of your body in a fight. On a successful attack using a weapon with a Melee range, gain a bonus to your damage roll equal to your Strength. |
| 2 | Bold Presence | Ability | 0 | When you make a Presence Roll, you can spend a Hope to add your Strength to the roll. Additionally, once per rest when you would gain a condition, you can describe how your bold presence aids you in the situation and avoid gaining the condition. |
| 3 | Critical Inspiration | Ability | 1 | Once per rest, when you critically succeed on an attack, all allies within Very Close range can clear a Stress or gain a Hope. |
| 3 | Lean on Me | Ability | 1 | Once per long rest, when you console or inspire an ally who failed an action roll, you can both clear 2 Stress. |
| 4 | Goad Them on | Ability | 1 | Describe how you taunt a target within Close range, then make a Presence Roll against them. On a success, the target must mark a Stress, and the next time the GM spotlights them, they must target you with an attack, which they make with disadvantage. |
| 4 | Support Tank | Ability | 2 | When an ally within Close range fails a roll, you can spend 2 Hope to allow them to reroll either their Hope or Fear Die. |
| 5 | Armorer | Ability | 1 | While you're wearing armor, gain a +1 bonus to your Armor Score. During a rest, when you choose to repair your armor as a downtime move, your allies also clear an Armor Slot. |
| 5 | Rousing Strike | Ability | 1 | Once per rest, when you critically succeed on an attack, you and all allies who can see or hear you can clear a Hit Point or 1d4 Stress. |
| 6 | Inevitable | Ability | 1 | When you fail an action roll, your next action roll has advantage. |
| 6 | Rise Up | Ability | 2 | Gain a bonus to your Severe threshold equal to your Proficiency. When you mark 1 or more Hit Points from an attack, clear a Stress. |
| 7 | Shrug It Off | Ability | 1 | When you would take damage, you can mark a Stress to reduce the severity of the damage by one threshold. When you do, roll a d6. On a result of 3 or lower, place this card in your vault. |
| 7 | Valor-Touched | Ability | 1 | When 4 or more of the domain cards in your loadout are from the Valor domain, gain the following benefits: - +1 bonus to your Armor Score - When you mark 1 or more Hit Points without marking an Armor Slot, clear an Armor Slot. |
| 8 | Full Surge | Ability | 1 | Once per long rest, mark 3 Stress to push your body to its limits. Gain a +2 bonus to all of your character traits until your next rest. |
| 8 | Ground Pound | Ability | 2 | Spend 2 Hope to strike the ground where you stand and make a Strength Roll against all targets within Very Close range. Targets you succeed against are thrown back to Far range and must make a Reaction Roll (17). Targets who fail take 4d10+8 damage. Targets who succeed take half damage. |
| 9 | Hold the Line | Ability | 1 | Describe the defensive stance you take and spend a Hope. If an adversary moves within Very Close range, they're pulled into Melee range and Restrained. This condition lasts until you move or fail a roll with Fear, or the GM spends 2 Fear on their turn to clear it. |
| 9 | Lead by Example | Ability | 3 | When you deal damage to an adversary, you can mark a Stress and describe how you encourage your allies. The next PC to make an attack against that adversary can clear a Stress or gain a Hope. |
| 10 | Unbreakable | Ability | 4 | When you mark your last Hit Point, instead of making a death move, you can roll a d6 and clear a number of Hit Points equal to the result. Then place this card in your vault. |
| 10 | Unyielding Armor | Ability | 1 | When you would mark an Armor Slot, roll a number of d6s equal to your Proficiency. If any roll a 6, reduce the severity by one threshold without marking an Armor Slot. |