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
| Level | Aptitude Dice | Base Class Feats |
|---|---|---|
| 1 | d4 | Warfare Archetype |
| 2 | d4 | Base Bracket Pool |
| 3 | d4 | Iron Doctrine, Base Bracket Pool |
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 | RWhen 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
PassiveYou 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 | QARange: 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
PassiveGain +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.
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 ChargeYour 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 | RRange: 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
PassiveYou are always on guard and use your experience to sense danger. You cannot be taken by Surprise.
Steel Resolve
AP: 1 | R | 1 ChargeAutomatically 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
PassiveWhen 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 | QADuration: 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/RWhen 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 | RAt 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 ChargesWhile 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
PassiveThe 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
PassiveYou’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 ChargesOnce 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
PassiveYou may use your Fortitude Modifier instead of your Reflex Modifier on Melee Weapon Attacks and Physical Strikes.
Studious Warrior
PassiveYou gain Aptitude with any three Cognition, Intuition, or Charm based Skills of your choice.
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.
Subclass Options
At Level 4, you choose your subclass — the specialization that defines your Kymara's identity and unlocks unique paths, feats, and ultimate powers.
Berzerker
You are the unstoppable force and the immovable object! Radiation twists your genetics, and allows you to become chaos incarnate!
View Full Subclass →
Templar
Your resolute faith and iron will make you a formidable opponent. Draw on the power of the Ohros to strike down the faithless, and let pain feed your strength!
View Full Subclass →
Warmonger
You are a leader on any battlefield, using your control and aggression to intimidate any opponent in your path!
View Full Subclass →