[FOCI]

Just Won't Die

Translation Codex

Some heroes are a thorn in the side of their villains by their simple stubbornness. Those who commit evil seem to think that just killing the witnesses solves all problems, when in fact it often creates a dozen more. Up against those who just don't quit they are even more troubled. Murder won't help them escape the grizzled unkillable symbol of their past crimes. These heroes are vengeance and spite, scarred and bloodied, but still coming for you.

If the person who just won't die has a weakness, it's that they care too much. They have an axe to grind or a foe to take down and they'll stop at nothing to fulfill this intense motivation. Easily lured into the traps they so often survive, these juggernauts are at times too predictable.

Minor Effect Suggestion

You get a little angry, regaining a point to a Pool of your choice.

Major Effect Suggestion

You get quite angry, regaining 1d6 points to your Might pool.

Motivation

Upon character creation you should decide on a person or group that you want to take down for some reason. Should you succeed in destroying them, pick a new target for your aggression.

Tier 1

Sturdy Enabler

You are trained in Might Defense. When defending against foes representing the target of your Motivation, you are trained in Speed Defense.

Tier 2

Get Serious (2 Speed points)Action

You set aside one or more weapons and drop into an unarmed combat stance. For the next ten minutes you deal the same amount of damage with unarmed attacks as you would have with the most powerful weapon you set aside. Your attacks still benefit from the usual asset from being a light weapon.

Tier 3

Shrug it Off (3 Speed points) Action

You ignore the damage from the last wound you suffered this encounter, regaining the lost Pool points.

Enabler, usable once per round.

Tier 4

Duck (4 Speed points) Action

You dodge an attack, which instead strikes a foe within Immediate distance of you.

Enabler, usable once per round.

Tier 5

Survivor Enabler

You ignore the effects of the Impaired condition on the Damage Track.

Immunity Enabler

You are specialized in Might Defense.

Tier 6

Keep Going Enabler

Whenever you survive a battle, you regain 1d6 points to your Might pool.

Unstoppable Enabler

You ignore the effects of the Debilitated when you have a major wound.

GM Intrusion: In the chaos you lose something important, such as a weapon or your shoes.