Juggernaut

You are an unstoppable force. You are likely big and powerful, a hulking brute of a person, but you don’t have to be. Natural strength and resilience make you a good fit for this path, but the talents you acquire might arise from sheer determination, extensive body training, or, more weirdly, consuming a strange potion that bulked you up and gifted you with near superhuman toughness.

Level 7 Juggernaut

Attributes: Increase three attributes by 1 each.
Health: +24, Bonus Damage: +1d6
Incredible Strength: You make Strength rolls with 1 boon and you impose 1 bane on rolls against your Strength. Your attacks against objects always deal maximum damage.

Level 8 Juggernaut

Health: +24, Bonus Damage: +1d6
Juggernaut Stride: You can use an action to move up to your Speed. During this movement, you can enter spaces occupied by creatures and ordinary objects.
When you enter a space occupied by a creature, the creature can make its choice of a Strength or Agility roll. On a successful Strength roll, the creature takes 2d6 damage and you return to the last empty space you left and your movement ends. On a successful Agility roll, the creature moves 1 yard into an empty space of its choice and you can continue moving. If either roll fails, the creature takes 4d6 damage, falls prone, and you can continue moving.
When you enter a space occupied by an ordinary object, it takes 5d6 damage. If the damage destroys the object, you can continue moving. Otherwise, you are pushed back into the last empty space you left and your movement ends.
A creature or object can be affected just once per round by this talent. When you use this talent, you lose access to it (luck ends).

Level 10 Juggernaut

Health: +24, Bonus Damage: +1d6
Awesome Strike: You can use this talent when you get a critical success for an attack against a target whose Size is equal to or less than your Size + 3. You push the target up to 2d6 yards away from you in a direction you choose, and the target lands prone. If an obstacle would prevent this forced movement, the target takes an extra 1d6 damage for every full 2 yards it is prevented from moving.