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Kymara

“Whether it's a dirty job, a lecture on the Ohros, or a tactical savant, you always knew what you were getting with a Kymara of old: a soldier, through and through.”

The Kymara

The Kymara were formed to train the best and most promising warriors across Adamah in an environment separated from political aspiration, religious rhetoric, and the nepotism of the ruling classes. When you train as a Kymara, it doesn't matter what your Genotype is or where you come from — what matters is what you could become.

The result is a highly coveted fighter who has been encouraged to act with honor and stand as a paragon of what the ideal warrior should aspire to become. Those who choose to walk the path of a Kymara do so with the hopes and traditions of the best of Adamah on their shoulders.

Able to turn the tide in battle and dictate the flow of combat, a Kymara is the leader and vanguard of any fighting force. Their loyalty to their chosen friends and commitment to the causes they choose to embrace makes them a valuable ally — and one who you want by your side, always.

HP Dice

+1d10 per level

HP at 1st Level

Base HP + 10 + Endurance Modifier

HP at Leveling

1d10 + Endurance Modifier

Optimal Abilities

Strength & Endurance

Aptitude Dice

1d4

MAB

4

Gear Aptitude

All Armor, Shields, and Weapons.

Level Summary

LevelAptitude DiceBase Class Feats
1d4Warfare Archetype
2d4Base Bracket Pool
3d4Iron Doctrine, Base Bracket Pool
1

Warfare Archetype

You begin your journey as a Kymara by selecting a Warfare Archetype — your core approach to battle and the principle by which you shape your martial presence.

Armorer’s Defense

AP: 1 | R

When taking damage while wearing Armor or using a Shield that has THP, gain +5 Bonus THP against that attack.

Bonus increases: Level 5 = +10, Level 8 = +12, Level 12 = +14, Level 16 = +16.

Deadly Aim

Passive

You strike fast and true. Gain +1 to Attack Rolls and deal +1d6 bonus damage with Ranged Weapons.

Damage Dice increases: Level 5 = 2d6, Level 8 = 3d6, Level 12 = 3d6, Level 16 = 5d6.

Menacing Threat

AP: 1 | QA

Range: 8 m. Force a creature within Range to make a Will Defense Roll against your Intimidation Skill, with a +1 Bonus to your roll. On failure, the target becomes fixated on you and must attack you on its next action.

Bonus increases: Level 5 = +2, Level 8 = +3, Level 12 = +4, Level 16 = +5.

Warrior’s Edge

Passive

Gain +1 to Attack Rolls and deal +1d6 bonus damage with Melee Weapons and Physical Strikes.

Damage Dice increases: Level 5 = 2d6, Level 8 = 3d6, Level 12 = 3d6, Level 16 = 5d6.

2

Base Bracket Pool

At level 2, you gain one Feat from the Base Bracket Pool. At level 3, you gain a second. These Feats are categorized to support a variety of playstyles.

Defensive Feats

Masochistic Healing

AP: 2 | CA | 1 Charge

Your pain becomes your strength. If you’ve taken damage to your HP during this Round, regain HP equal to 1d10 + your level. For each subsequent use, suffer 1 Level of Exhaustion.

Shield-Arm

AP: 1 | R

Range: Meters equal to your Strength Modifier. While wielding a Shield/Shield-Generator and an ally within Range fails a Defense Roll against an attack, you may take the damage instead.

Sixth Sense

Passive

You are always on guard and use your experience to sense danger. You cannot be taken by Surprise.

Steel Resolve

AP: 1 | R | 1 Charge

Automatically succeed on one Fortitude Defense Roll and gain +10 THP until the end of your next Turn. For each subsequent use, suffer 1 Level of Exhaustion.

Vengeance

Passive

When you succeed on a Reflex or Will Defense Roll, you can make an Opportunity Attack instead of using the regular Defensive Action.

Offensive Feats

Adrenaline Burst

AP: 1 | QA

Duration: 2 Rounds. Gain +2 Speed, +1 AP, and +1 extra Dice of your Melee Weapon Damage. Afterward suffer 1 Level of Exhaustion. For each subsequent use, suffer 1 Level of Exhaustion.

Battle Cry

AP: 1 | QA/R

When you successfully hit a creature with a Melee Weapon Attack, bellow a battle cry: add 1d6 + your level to the Damage Roll and decrease the creature’s Morale by 1. If already affected by Battle Cry this Round, the creature becomes Frightened of you until end of their next Turn.

Impulsive Decision

AP: 1 | R

At the beginning of an Encounter, move to the top of the Initiative order and make an Attack with +2, but your first Defense Roll is at -2. After the first Round, reenter Initiative according to your roll.

Second Chance

AP: 1 | R | 2 Charges

While using a Firearm you have Aptitude in, if your Attack Roll misses, you can re-roll and take the new roll.

Utility / RP / Mobility Feats

Adrenaline Junkie

Passive

The thrill of fighting fuels your combat prowess. Gain +1 to Reflex Defense and Attack Rolls when wearing no armor or your armor’s THP is 0.

Combat Augmentation

Passive

You’ve embraced cutting-edge technology. You can have one piece of Standard Grade Fortitude Based Wetware installed that does not count towards your Chrome Capacity.

Dirty 20

AP: 1 | QA/R | 3 Charges

Once per Turn, if your Attack Roll total is 22 or higher, it is considered a Critical Hit. For each subsequent use, suffer 1 Level of Exhaustion.

Iron Reflexes

Passive

You may use your Fortitude Modifier instead of your Reflex Modifier on Melee Weapon Attacks and Physical Strikes.

Studious Warrior

Passive

You gain Aptitude with any three Cognition, Intuition, or Charm based Skills of your choice.

3

Iron Doctrine

At Level 3, your body begins to evolve under pressure. Your instincts sharpen. Your defenses solidify. You gain a single Iron-Bond Passive, hinting at your future path.

You also select your second Feat from the Base Bracket Pool.

Berzerker Path

Unbreakable Defense

Ability Bonus: +1 to Strength

The Range for your Opportunity Attacks is now 2 m.

Templar Path

Walking Fortress

Ability Bonus: +1 to Endurance

You gain +2 against forced movement effects (e.g. shove, pull, knockback).

Warmonger Path

Kymara’s Bravery

Ability Bonus: +1 to Charm

Allies within a 1 m Radius of you gain +1 to their Defense Rolls.