

Body
Level | Gains |
|---|---|
1 | Class Feat |
2 | Class Feat |
3 | Class Feat, Attribute Improvement (Max 5) |
4 | Class Feat |
5 | Class Feat, Attribute Improvement (Max 6) |
6 | Class Feat |
7 | Class Feat, Attribute Improvement (Max 6) |
8 | Class Feat |
9 | Class Feat, Attribute Improvement (Max 7) |
10 | Class Feat |
11+ | Class Feat |
Bull Rusher
News Title

+1 DR to Bull Rush combat manoeuvres.
Charge Through
Requires Body 4
Bull Rusher

You may use a full action to charge. When you do, you use all of your AP and run in a straight line until you run out of AP or hit an object. Creatures in your way must succeed in a Fight or Body peril vs your Bull Rush DR -1 or be bull rushed in a direction of your choice.
Like a Bull-et
Requires Body 5,
Charge Through

You may dash as part of your Charge Through full action.
+1 DR to Bull Rush combat manoeuvres.
Haha, Yeet
Requires Body 6,
Like a Bull-et

Knockback dealt from your Bull Rush actions is doubled, so long as the victim is the same size or smaller than you.
Additionally, should a creature you Bull Rush into an object take overkill damage, you may have them fall unconscious.
+1 to Bull Rush DR.
Decay
News Title

You may heal 1 Health each time you gain at least 1 Rot.
Commune
Requires Body 4
Decay

Rot cards can be burned to gain +1 Rot. You may use this feature an amount of times equal to your Body. You regain all expended uses on a long rest.
Control
Requires Body 5,
Commune

Whenever you gain Rot, you may choose to gain that much Rot +1.
Corruption
Requires Body 6,
Control

Whilst you are corrupt, you only need to lower one of your attributes by 1 (instead of two attributes). Whilst corrupt, you may burn any Wyld cards you have, treating them as Rot cards.
Additionally, whenever you cast or receive the effects of Rot spells, you may treat them as if they were cast twice. You must finish a short rest before you can use this part of the feature again.
Imposing
News Title

+1 symbol matched of your choice at the start of intimidate checks. +1 to simple Intimidate checks.
Intimidate
Requires Body 4
Imposing

At the end of your turn, you may cause an adjacent creature to lose 2 dice in their next combat or Peril roll (your choice) until the end of their next turn. You must finish a short rest before you can use this feature again.
Taunt
Requires Body 5,
Intimidate

You may spend 3AP to compell an enemy to attack you. Should they fail a simple Wits/Spirit check against your Body + 6, they must do everything in their power to attack you at least once on their next turn.
Menace
Requires Body 6,
Taunt

You may use your Intimidate ability an amount of times equal to your Body. You replenish all expended uses on a short rest.
Shelter Ally
News Title

When an adjacent ally is attacked, you may use a reaction to swap places with them and force the attacker to attack you instead.
Dive In
Requires Body 4
Shelter Ally

As a reaction to an ally being attacked, you may move as many spaces towards them as your AP allows. If you become adjacent to them, you can use your reaction to swap places with them and the attacker is forced to attack you instead. You must finish a short rest before you can use this feature again.
Go Through Me
Requires Body 5,
Dive In

When successfully using your Shelter Ally or Dive In ability, you gain +1 Die in combat until the start of your next turn.
Spare the Dying
Requires Body 6,
Go Through Me

If a downed ally is attacked or forced to make a peril, you may move as many spaces towards them as your AP allows, including dashing movement. If you become adjacent to them, you can use your reaction to move them in any direction, and force the attacker to target you. You gain +3 Dice in all Combats and Perils until the end of your next turn. You must finish a short rest in order to use this feature again.
Tough
News Title

+1 maximum Health. +1 die to Forced March checks.
Resolve
Requires Body 4
Tough

Recover 1 Explode pool for every 1 damage you take in battle.
Traveller
Requires Body 5,
Resolve

+1 maximum Health. You always succeed on Forced March checks. You may still roll Body to match symbols for other party members.
Absolute Unit
Requires Body 6,
Traveller

Upon a short rest, if you have no ♡ cards left, you may recover one ♡ card.
Additionally, you must take 3 damage (instead of 2) whilst downed for excess damage to be considered Overkill.
Sprint
News Title

+1 to Athletics. When dashing, your extra movement may be equal to half your Body (rounded down).
Save Energy
Requires Body 4
Sprint

When you end your turn with at least 1AP remaining, start your next turn with +1AP.
Burst of Athleticism
Requires Body 5,
Save Energy

You may swim or climb at full movement speed without an ability check, so long as you don't start your turn swimming or climbing.
Toned Physique
Requires Body 6,
Burst of Athleticism

You automatically succeed Perils of DR 3 or less.
You can no longer critically fail Perils of DR 4 or less.
You can no longer critically fail simple Body checks.