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Vox Populi • Gutter Fighter • Agent Provocateur

Vox Populi

Vox Populi

Spellcast Trait: Presence

Play the Vox Populi if you want to further your cause through a grand movement of common folk.

Foundation

Join Us: When making a presence roll to convince someone to support the ideals of your cause, spend a Zeal to gain advantage on the roll.

Strength In Numbers: When an ally makes an attack within very close range of you, spend a Zeal to give that ally a bonus on their attack and damage equal to your tier. Additionally, when an ally is within very close range, gain a bonus to your Damage Thresholds equal to double your tier.

Specialization

Over Here: Describe how you draw focus or cause a distraction, spend a Zeal so that you or an ally within far range gains advantage on their next roll as a result.

Focus Yourselves: Spend a Hope and a Zeal to clear a stress from all allies within close range.

Mastery

Not On My Watch: Spend 3 Zeal to stop the GM from performing a GM move that spends fear. e.g. Prevent the spotlight being taken or end an effect on an adversary.

Gutter Fighter

Gutter Fighter

Spellcast Trait: Strength

Play the Gutter Fighter of you want to further your cause through violence and might.

Foundation

We Must Act: Spend any number of Zeal to gain a +2 bonus for each Zeal spent on a presence roll to command a target to perform an action or make a decision.

Dangerous Profession: If someone makes an attack within very close range, spend a Zeal to redirect that attack onto yourself or an ally within very close range, or spend 2 Zeal to redirect the attack onto an adversary within very close range.

Specialization

Give No Quarter: Once per session, after forcing a target to mark its last hit point, mark a Stress and spend a Zeal to announce to the room your next target. The target marks 2 stress and is temporarily vulnerable, on your next attack to this target, add the result of your fear dice to the damage. If this attack causes the target to mark its last hit point, you can immediately perform this ability again by spending another Stress and Zeal.

Mastery

Heavy Is The Crown: When the GM performs a GM move that uses fear, spend 3 Zeal to force them to spend 2 more fear they would need to, if they are unable to spend the fear, the move is cancelled but the fear is still spent.

Agent Provocateur

Agent Provocateur

Spellcast Trait: Knowledge

Play the Agent Provocateur if you want to further your cause though geurilla warfare.

Foundation

Know Thy Enemy: Spend a Zeal to ask the GM to identify a structural weakness in the environment or system, the next roll you make that capitalises on this information has advantage.

Sabotage: If an adversary makes an attack roll within very close range of you, describe how your tactics disturb their plans, spend a Zeal to subtract 1d6 from their roll. Additionally, spend a stress to make that adversary temporarily vulnerable.

Specialization

Sly Evasion: After an ally within close range of you makes a successful attack, spend a Zeal to temporarily give them +1d4 bonus to their evasion, this lasts until they take damage or make another attack.

Mastery

All Part Of The Plan: Describe how you have prepared for an action your enemies are taking, when the GM makes a move that costs fear, spend a Hope to gain a Zeal.

Inside Man: Once per session, spend 3 Zeal to describe how a seemingly unimportant adversary is secretly on the your side. Work with the GM to describe how they help sabotage your enemies plans.

Printable cards

Foundation / Specialization / Mastery
Grace domain icon Valor domain icon
Vox Populi
Revolutionist

Vox Populi

Foundation

SPELLCAST TRAIT: Presence

Join Us: When making a presence roll to convince someone to support the ideals of your cause, spend a Zeal to gain advantage on the roll.

Strength In Numbers: When an ally makes an attack within very close range of you, spend a Zeal to give that ally a bonus on their attack and damage equal to your tier. Additionally, when an ally is within very close range, gain a bonus to your Damage Thresholds equal to double your tier.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Valor domain icon
Vox Populi
Revolutionist

Vox Populi

Specialization

Over Here: Describe how you draw focus or cause a distraction, spend a Zeal so that you or an ally within far range gains advantage on their next roll as a result.

Focus Yourselves: Spend a Hope and a Zeal to clear a stress from all allies within close range.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Valor domain icon
Vox Populi
Revolutionist

Vox Populi

Mastery

Not On My Watch: Spend 3 Zeal to stop the GM from performing a GM move that spends fear. e.g. Prevent the spotlight being taken or end an effect on an adversary.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Valor domain icon
Gutter Fighter
Revolutionist

Gutter Fighter

Foundation

SPELLCAST TRAIT: Strength

We Must Act: Spend any number of Zeal to gain a +2 bonus for each Zeal spent on a presence roll to command a target to perform an action or make a decision.

Dangerous Profession: If someone makes an attack within very close range, spend a Zeal to redirect that attack onto yourself or an ally within very close range, or spend 2 Zeal to redirect the attack onto an adversary within very close range.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Valor domain icon
Gutter Fighter
Revolutionist

Gutter Fighter

Specialization

Give No Quarter: Once per session, after forcing a target to mark its last hit point, mark a Stress and spend a Zeal to announce to the room your next target. The target marks 2 stress and is temporarily vulnerable, on your next attack to this target, add the result of your fear dice to the damage. If this attack causes the target to mark its last hit point, you can immediately perform this ability again by spending another Stress and Zeal.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Valor domain icon
Gutter Fighter
Revolutionist

Gutter Fighter

Mastery

Heavy Is The Crown: When the GM performs a GM move that uses fear, spend 3 Zeal to force them to spend 2 more fear they would need to, if they are unable to spend the fear, the move is cancelled but the fear is still spent.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Valor domain icon
Agent Provocateur
Revolutionist

Agent Provocateur

Foundation

SPELLCAST TRAIT: Knowledge

Know Thy Enemy: Spend a Zeal to ask the GM to identify a structural weakness in the environment or system, the next roll you make that capitalises on this information has advantage.

Sabotage: If an adversary makes an attack roll within very close range of you, describe how your tactics disturb their plans, spend a Zeal to subtract 1d6 from their roll. Additionally, spend a stress to make that adversary temporarily vulnerable.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Valor domain icon
Agent Provocateur
Revolutionist

Agent Provocateur

Specialization

Sly Evasion: After an ally within close range of you makes a successful attack, spend a Zeal to temporarily give them +1d4 bonus to their evasion, this lasts until they take damage or make another attack.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Valor domain icon
Agent Provocateur
Revolutionist

Agent Provocateur

Mastery

All Part Of The Plan: Describe how you have prepared for an action your enemies are taking, when the GM makes a move that costs fear, spend a Hope to gain a Zeal.

Inside Man: Once per session, spend 3 Zeal to describe how a seemingly unimportant adversary is secretly on the your side. Work with the GM to describe how they help sabotage your enemies plans.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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