The following are abilities best suited to character offense, including Strikes and Combat Maneuvers.
Aspects | Summary | Tags | Cost | |
Battle Blood | Fight an extra round before gaining the Dying condition | 3 | ||
Ferocity | Keep fighting even with the Dying condition | 4 | ||
Dragon Breath | Gain a breath weapon | Supernatural | 3 | |
Elemental Assault | Gain an energy type damage on Strikes for a round | Supernatural | 3 | |
Fire Affinity | Deal 1d4 fire damage with melee weapons | Supernatural | 2 | |
Fire Power | Gain an ability to create various types of fire | Latent, Supernatural | 4 | |
Ground Magic | Gain an ability to move quickly and make Strikes with acid damage | Latent, Supernatural | 4 | |
Hammer’s Strength | Deal an extra damage die with melee or propulsive tagged weapons | 3 | ||
Hatred | Gain advantage against certain creatures | Single | 2 | |
Hypnotic Gaze | Gain an ability to Fascinate a target | 2 | ||
Natural Weapon | Gain a natural weapon | 2 | ||
Poison Use | Gain the Assassin’s Apprentice and Swift Poisoning traits | 2 | ||
Powerful Build | Considered Large for Combat Maneuvers and abilities based on size | 3 | ||
Swarming | Gain advantage to Strikes when fighting alongside another with the Swarming Aspect | 4 | ||
Trapped Fury | Gain advantage to Strikes when you are hurt without help | 2 |
Fantasy Aspects
Aspects | Summary | Tags | Cost |
Bloodline Power1 | Gain extra abilities | Latent, Multiple, Supernatural | Special |