Ruffian
Everyone fears something, and you know just the thing to say, the posture to use, to add yourself to the list of things that keep people up at night. You might be a powerful brute, but you don’t have to be. It’s all in the attitude and how you carry yourself. So long as people believe you will make good on your threats, they’re going to think twice before crossing you.
Level 7 Ruffian
Attributes: Increase three attributes by 1 each.
Health: +18, Bonus Damage: +1d6
Demoralize: You can use this talent at any point on your turn when you lack the confused, controlled, stunned, and unconscious afflictions and you can speak. Target one enemy within 5 yards of you. At level 10, you can target up to five enemies within range. For each target that can hear you, make a Will roll against its Will. On a success, the enemy becomes frightened of you (luck ends). On a failure, the enemy becomes immune to this talent for 24 hours.
Oppressor: You roll to attack with 1 boon against targets that have at least one affliction, or 2 boons if the target is frightened.
Level 8 Ruffian
Health: +18, Bonus Damage: +1d6
Exploit Weakness: From your attacks, a target takes an extra 1d6 damage for each affliction it has.
Goading Remark: Any ally within 5 yards that tries to remove an affliction from itself can make the roll with 1 boon if it can hear you.
Level 10 Ruffian
Health: +18, Bonus Damage: +1d6
Threat Made Good: You can use this talent when you get a success on a roll to attack a target frightened of you. You double the number of Bonus Damage dice that apply to the attack. Once you use this talent, you lose access to it (luck ends).