Call of the Raider
Charge into battle with allies to cover your flank.
Raiding Charge: You have advantage on the first attack roll you make each scene. On a success, this attack deals d6 additional damage equal to your tier.
Shield Wall: While you are within Melee range of an ally, you can both mark Armor slots to reduce the damage for one another. You cannot reduce damage multiple times in this way.
Roar of Resistance: Once per session when you would be forced to mark Stress, you can make an Instinct Reaction Roll (14). On a success, reduce the amount of Stress you would mark by 2 and the GM loses a Fear. On a failure, reduce the amount of Stress you would mark by 1.
Berserker Charge: The additional damage dice from your Raiding Charge feature become d10s.
Persistent Advance: When you move into Melee range on an adversary, you may mark a Stress to have any number of allies in Close range move into Melee range of that adversary. Until any of you roll with Fear, you and all allies within Very Close range of you roll a d20 for their Hope die on attack rolls.
