Dig Deep: Once per Downtime you can take 4 actions on a turn during an action scene.
Matter over Mind: Once per Rest before making a roll, replace one of the dice with either your Reflex or Body.
Flexible Fighting: Once per Scene you can activate (Tier) modifiers on a weapon without spending a strain.
Practical Magic: Once per Rest you can add your magic die to a weapon attack without spending a strain. Take the higher.
Weapon Master: Once per Downtime add a weapon dice (equal to ½ normal weapon dice) to all fight checks without spending a strain until the end of the scene. If you spend a strain, you add your normal weapon dice instead.
Adaptive Defense: Once per Scene after failing a defense check, make a different type of defensive check against the initial attack check.
Adaptive Offense: Once per Scene after failing an attack check, make a different type of attack check against the initial defense check.
Challenge: Once per Rest make an Intimidate vs MD. On a success, the target has disadvantage on any targets other than you until the end of the scene or if you move out of medium range.
Protective Attack: When you bind an enemy, it triggers if they attack someone other than you.
Subclass: The Berserker(Endure)
Frenzied Assault: Once per Rest, take 1–3 strain as an incidental, regain an equal amount in bonus armor. Add as many modifiers as you sacrificed injury boxes to your fighting until the end of the scene. May activate 1 modifier per round without taking a strain. This state ends at the end of a round where you neither attacked an enemy nor took an injury. You lose the bonus armor when the state ends.
A warrior of single passion and purpose, the Berserker—through perhaps some concoction or simply internal rage—is able to push their body to ignore pain in order to inflict it on their enemies.