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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

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+1 DR to Bull Rush combat manoeuvres.

Charge Through

Requires Body 4

Bull Rusher

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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

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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

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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

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You may heal 1 Health each time you gain at least 1 Rot.

Commune

Requires Body 4

Decay

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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

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Whenever you gain Rot, you may choose to gain that much Rot +1.

Corruption

Requires Body 6,

Control

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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

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

Intimidate

Requires Body 4

Imposing

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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

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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

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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

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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

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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

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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

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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

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+1 maximum Health. +1 die to Forced March checks.

Resolve

Requires Body 4

Tough

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Recover 1 Explode pool for every 1 damage you take in battle.

Traveller

Requires Body 5,

Resolve

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+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

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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

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

Save Energy

Requires Body 4

Sprint

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When you end your turn with at least 1AP remaining, start your next turn with +1AP.

Burst of Athleticism

Requires Body 5,

Save Energy

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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

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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.

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