Hooligan: Advanced Class


Description

The Hooligan is the pack animal: they may be threatening when alone, but they truly shine when surrounded by the pack. Myriad gangs across the world count Hooligans among their number, from small groups of street toughs to well-organized criminal syndicates.

With an array of methods to harass, beguile, and harm their opponents in creative ways, one should never turn their back on one of these nefarious scoundrels - but then again, one in front of you shouldn’t be discounted either.

Worse still, with their mates nearby, the Hooligans' antics increase: what might have merely been a nuisance before can become deadly. Either way, guard your purse, your kin, and your kidneys should you suspect one of these ruffians approach.

Requirements

Class Progression Table

Class

Level

Utility Powers

Basic
Powers

Advanced
Powers

Veteran

Powers

Class
Bonuses

1

+1

0

0

+1

The Easy Way, The Hard Way,

Band Together

2

0

0

0

0

+1 Base Maximum Spikes

3

0

0

+1

0

Part of the Crew

4

+1

0

0

+1

These Colors are Ours

5

0

0

0

0

All for One

Hooligan Innate Powers


The Easy Way [Innate]

Requirement: Hooligan Level 1

Incantation: None

Call: None

Target: Self                                        Duration: Passive

Delivery: None                                        Refresh: None

Accent: None                                        Effect: Grant Accent

The Hooligan may add or alter the existing Accent of Verbal or Spell-Ball powers to the Fear accent.

The Hard Way [Innate]

Requirement: Hooligan Level 1

Incantation: None

Call: None

Target: Self                                        Duration: Passive

Delivery: None                                        Refresh: None

Accent: None                                        Effect: Grant Accent

The Hooligan may add or alter the existing Accent of Weapon Attacks and Weapon Powers to the Agony accent.

Band Together [Innate]

Requirement: Hooligan Level 1

Incantation: None

Call: “Refresh [X] Spikes to self”

Target: Self                                        Duration: Instantaneous

Delivery: None                                        Refresh: Short Rest

Accent: None                                        Effect: Refresh

While the Hooligan isn’t afraid to go it alone when necessary, even the most street-hardened thug appreciates a band of like-minded warriors with them when the chips are down.

The Hooligan may select up to their Hooligan class-level in individuals that form their “posse”, ”gang”, or other appropriate group term. These individuals should be told that they have been selected, and how that affects them, if at all.

While at least one member of their posse is within Verbal Range, the Hooligan may call "Refresh [X] Spikes to self,” where X is the Hooligan's class level, once per short rest.

Part of the Crew [Innate]

Requirement: Hooligan Level 3

Incantation: None

Call: “Cure [Charm, Dominate, Obey] to self, Part of the Crew”

Target: Self                                        Duration: Instantaneous

Delivery: None                                        Refresh: Short Rest

Accent: None                                        Effect: Special

The Hooligan is one that knows which way is up, and which is down, even when things go sideways. One part of that is knowing for certain who’s got your back, and who doesn’t, but acts like they do.

The Hooligan, when under the effects of a Charm, Dominate, or Obey effect that receives a clear command to do harm to one of their Band Together posse members, may Call “Cure [Charm, Dominate, Obey] to Self, Part of the Crew” on themselves. This Call must be loud enough so that at least one of the Hooligan’s Posse could hear, but does not have to be heard by the origin of the Condition.

These Colors Are Ours [Innate]

Requirement: Hooligan Level 4

Incantation: RP: A team specific chant out loud by all members/targets.

Call: “Short Grant +2 Bonus Spike Damage”

Target: Individuals                                Duration: Short Rest

Delivery: Touch                                        Refresh: Long Rest

Accent: None                                        Effect: Plus Spike Damage

Hooligans are inspired by their friends and fellows, and as such have a tendency to turn into quite the force when their band of compatriots shows their allegiance in force.

The Hooligan may lead a chant or cheer unique to the posse, in a huddle. If the group chants along and each individual has a clear indication that they belong together (such as a belt flag, tabard or symbol), the posse member may add +2 Bonus Spike Damage to their Spikes for a Short Rest. After finishing the cheer, the Hooligan may call “Short Grant +2 Bonus Spike Damage” to each Posse member that participated.

All for One [Innate]

Requirement: Hooligan Level 5

Incantation: None

Call: “Counter, Elude”

Target: Self                                        Duration: Instantaneous, Passive

Delivery: None                                        Refresh: Short Rest, None

Accent: None                                        Effect: Counter

While the Hooligan can see one of their posse Dying, they may expend a Spike to “Counter, Elude” an weapon delivery or packet delivery Power or attack that strikes the Hooligan. A Hooligan may use this power five times per Short Rest.

If the Hooligan is Dying, and one of the Hooligan’s designated posse is in Touch range, the Hooligan Dying may pause their death count until their posse member is no longer in Touch range; this is a passive, at will ability.

Hooligan Class Skills


Barefist Brawling - 2 CP [Class]

Requirement: Hooligan Level 1

Incantation: None

Call: None

Target: Self                                        Duration: Passive

Delivery: None                                        Refresh: None

Accent: None                                        Effect: Grant Natural Weapons

Years in the streets with little but their bare fists have taught the Hooligan that while a weapon is often preferable, the fist is reliable, always available, and difficult to ignore when applied properly.

The Hooligan gains the ability to wield Natural Weapons with the following restrictions:

However, they also gain these benefits:

Should the Hooligan have or gain Natural Weapons from another source, the restrictions are lifted, but the benefits remain.

Hidden Stash - 4 CP [Class]

Requirement: Hooligan Level 2

Incantation: None

Call: None

Target: Self                                        Duration: Event

Delivery: None                                        Refresh: Event

Accent: None                                        Effect: Special

Sometimes, when you break into the mansion and make away with the locked chest of goods, you don’t have time to pick the heavy, warded lock and get away with the goods. Sometimes, it’s best to just stash the item in the woods and come back when the Exemplars aren’t after you in droves.

The Hooligan creates a Hidden Stash by placing a White Halo symbol on one chest, box, barrel, or other container with a maximum storage space of 16” by 12” by 12”. The Hooligan can ignore the White Halo symbol and may interact normally with the container. The Hooligan may add or remove items from the container, but if the Hooligan moves the chest, this power immediately ends and the White Halo symbol must be removed.

If the Hidden Stash is not located in a ‘safe area’, such as inside a building, the Hooligan may visit it once per Event  to refresh a Power with a refresh of Long Rest or less from a Basic Class.

Career Minion - 2 CP [Class]

Requirement: Hooligan Level 2

Incantation: None

Call: None

Target: Self                                        Duration: Long Rest

Delivery: None                                        Refresh: Short Rest

Accent: None                                        Effect: Special

The Hooligan gains the “Bodyguard” qualifier, and may be considered the Bodyguard of any one character who has the Socialite “The Right Hand” power. If the Socalite agrees, the Hooligan is considered a Bodyguard to that Socialite, in addition to any that Socialite may already have, but may only be one Socialite’s Bodyguard at a time. During a Short Rest, the Hooligan may choose to end their employment with that Socialite by informing them that they are no longer working for them, which will avail them the opportunity to change employers.

Tagged Turf - 4 CP [Class]

Requirement: Hooligan Level 3

Incantation: None

Call: None

Target: Self                                        Duration: Event

Delivery: None                                        Refresh: Event

Accent: None                                        Effect: Refresh

Hooligans are known for staking their claim to areas, creating borders and fiefdoms in cities that have just as much ramification to the city governance as anything the “official” government of the city can do. Once per Event, the Hooligan can select an information card (commonly referred to as a “Blue Card”) and add their personal mark to it, representing their mark with a note, additional laminated card, or some other means of conveying their mark and the effects thereof. They should take care to not damage the writing of the original card.

Hooligans who are associated with the individual who placed the mark may take a moment of celebration, peacocking, or otherwise show their strength around the mark. Following this, until the end of Event, this tagged location can be counted as a posse member for powers requiring one present, and whenever the Hooligan uses their Band Together power within touch range of this location, they may treat their Hooligan level as one Level higher than it is, up to 6.

Individuals who are explicitly opposed to the Hooligan’s organization or team of which the mark represents who read the card are affected by a “Weakness by Fear.”

I’m Not Eatin’ Crow Today - 5 CP [Class]

Requirement: Hooligan Level 4

Incantation: RP, establish cover story with Posse

Call: “Grant Obfuscate”, Explanation

Target: Self                                        Duration: Instantaneous

Delivery: None                                        Refresh: Event

Accent: None                                        Effect: Obfuscate

When you and your posse put your heads together, you can come up with an impeccable cover story for whatever you have been up to. By roleplaying and ensuring you have a cover story established with the members of your posse. You don’t miss a thing. Airtight alibi? Check. Everyone knows what “definitely happened” and what “definitely didn’t happen.” Hell, maybe you even bribed a guard that definitely didn’t see you coming or going.

After you have your cover story set up with the members of your posse, you may Obfuscate a number of Discerns equal to your Hooligan Class-level up to a maximum of the number of posse members present while you are being interrogated. This Obfuscate is only able to be used against Discerns that get at what you are covering up with your cover story. If the Hooligan witnesses any member of your posse being caught in a lie related to your shared story you immediately lose all Obfuscates from this power.

Huddle Up - 5 CP [Class]

Requirement: Hooligan Level 4

Incantation: RP for Slow 100, Rousing Speech

Call: Special

Target: Individuals                                Duration: Instantaneous, Short Rest, Event

Delivery: Verbal                                        Refresh: Long Rest

Accent: None                                        Effect: Grant

The Hooligan is often the hype-guy for the posse, and is often looked to to get the group ready mentally for an upcoming fight. The Hooligan may expend up to their Hooligan class-level in Spikes to grant any number of these effects to their posse members.

One for All  - 1 CP [Class]

Requirement: Hooligan Level 5

Call: “[Name or Description] [Stabilize, Grant Life, or/and Cure all Conditions]”

Target: Other Individuals                        Duration: Instantaneous

Delivery: Verbal                                        Refresh: Long Rest

Accent: None                                        Effect: Grant, Cure

If the Hooligan’s posse are all Helpless, Dying, Dead, or a Spirit, the Hooligan may then call out a Team Motto, Chant, or other posse-significant saying, and then call “[Name or Description] [Stabilize, Grant Life or/and Cure All Conditions.]” They may only select members of their Possee with this call, and may choose any number of effects among Stabilize, Grant Life and Cure all Conditions.  The Hooligan then immediately becomes a Spirit and must proceed to the Spirit Well.

Hooligan Utility Powers


Case the Joint [Utility]

Incantation: None

Call: “Discern to Marshal Spirit: [Question]”

Target: Self                                        Duration: Instantaneous

Delivery: None                                        Refresh: Short Rest

Accent: None                                        Effect: Discern

The Hooligan is a creature of perception and canniness, and is always keeping an eye out for opportunity and exploration. These senses are honed to the point that the Hooligan has an uncanny knack for sussing out hidden panels, walls that don’t quite feel right, and interiors that don’t match the exterior of buildings.

When on a staged encounter (often called a “mod”) with an interior building, out of combat, where the Hooligan is able to speak to a Marshal Spirit, they may Discern if there is hidden wealth, or potentially trapped, locked, or otherwise protected locations. The Hooligan may ask each of these questions once per use of this power.

Valid questions for the Spirit are:

Hideout [Utility]

Incantation: None

Call: None

Target: Haven                                        Duration: Long Rest

Delivery: None                                        Refresh: Long Rest

Accent: None                                        Effect: Special

Most Hooligans have a place they call home, and then some place where they can lie low when the heat is on. Sometimes these are the same places; when that’s the case, modifications to normal ordinary domiciles can make a place easier to defend, or escape when necessary.

The Hooligan gains the Hearth, Protected Hearth, and Bolthole Perks, as well as the following benefit:

Each Long Rest, the Haven the Hooligan sleeps in may add a number of Haven tokens equal to their Hooligan class-level. A given Haven may only benefit from one Hooligan’s Hideout.

Loaded Dice [Utility]

Incantation: None

Call: “It Can Be Believed: This die/dice roll was [X]”

Target: Individuals                                Duration: Passive

Delivery: Voice                                        Refresh: Immediate

Accent: None                                        Effect: Special

When the Hooligan rolls a die or dice, they may immediately reroll any number of those dice and call “It Can Be Believed: This die/dice roll is [X], and was untampered with,” where X is the result of the second roll.

Note: Winning at gambling is a great way to earn wealth, but most Houses aren’t a huge fan of getting fleeced. Seeing one individual return to the table over and over and wipe them clean is a great way to earn a one way ticket to a dark alley with other Hooligans.

Make ‘Em Talk [Utility]

Requirement: Hooligan Level 3

Incantation: None

Call: “[Name or Description] Obey by Agony, Answer the Question: [Question]”

Target: Individual                                Duration: Instantaneous

Delivery: Verbal                                        Refresh: Focus Quick 100

Accent: Agony                                        Effect: Obey

After making a Spike Attack with the Agony Accent to a creature, the Hooligan may Focus Quick 100 to refresh that Spike.

In addition, after doing damage with the Agony accent to a Helpless but otherwise conscious foe, the Hooligan may call an Obey effect against that target with the following questions:

Note: Variations on these questions are allowed for roleplaying purposes, but significant deviations that alter the intent of the questions are prohibited. Also, this power does not compel truth, so answers to these questions may be of dubious value.

People Have The Best Loot [Utility]

Incantation: None

Call: “[Name or Description] Instruction to Helpless: Give me your valuables”, “Refresh One Spike to Self”

Target: Individual, Self                                Duration: Passive

Delivery: Verbal, None                                Refresh: Special

Accent: None                                        Effect: Instruction, Refresh

The Hooligan tries to be the first to a body when it hits the ground, and the thrill of taking from the dearly departed fills them with a sadistic rush.

Instead of searching a target, the Hooligan can quickly size up a Helpless or Willing creature and determine where to search. The Hooligan can search instantaneously, rather than waiting the Quick 100. This part of this ability refreshes when loot is collected or the target indicates they have none.

Note: Like searching, this should not include any actual touching without express pre-negotiated consent.

In addition, any time the Hooligan takes a Scavenge Token from a creature, they may Refresh one Spike.

Hooligan Basic Powers


Ankle Biter [Basic] (3)

Incantation: None

Call: “Wounding 3 by Agony”

Target: Individual                                Duration: Instantaneous

Delivery: Weapon                                Refresh: Short Rest

Accent: Agony                                        Effect: Wounding

After seeing a member designated as part of their “posse” by the Band Together Innate power strike a target, the Hooligan may use Ankle Biter to deal “Wounding 3 by Agony” to that target. If this power is Prevented, the Hooligan immediately Refreshes a Spike.

Breaking and Entering [Basic]

Incantation: RP: Quick 10, mimicking kicking in/over the obstacle.

Call: “Shatter [Item] by Force”, “Protect to Bind, Root, Sleep, and Weakness”

Target: Door, wall, or other obstacle, Self        Duration: Instantaneous, Event        

Delivery: Touch                                        Refresh: Focus Quick 100

Accent: Force                                        Effect: Shatter


The Hooligan is no stranger to busting down doors as well as heads. Sometimes, a flashy entrance needs someone to just put their foot through an obstacle in the way, and start the fight.

The Hooligan may Quick Count 10 and touch a door, miming kicking in a door or another large inanimate unattended obstacle, and call “Shatter [Item] by Force.”

If the object is destroyed and is a door, the Hooligan may grant themselves a Protect vs Bind, Root, Sleep, and Weakness.

Note: Do not make contact with the door or prop for safety and care of the props and doors.

Coerce [Basic]

Incantation: RP: Threaten someone to ignore what they saw.

Call: “Long Obey to Living by Fear: Do not speak about seeing this interaction between myself and [Name or Description].”

Target: Individual                                Duration: Long Rest

Delivery: Weapon                                Refresh: Short Rest

Accent: Fear                                        Effect: Obey

You live longer when you don’t witness nothing. This is especially true in the Hooligan’s line of work, and they’re quick to remind others that it’s often best to see nothing and know nothing.

The Hooligan may instruct an individual who has witnessed their interactions with another to completely ignore that the event occurred, if only for a little while. It won’t guarantee that they won’t get caught, but it will buy the Hooligan time to tie up some loose ends. The Hooligan must strike the individual with a melee weapon and call “Long Obey to Living by Fear: Do not speak about seeing this interaction between myself and [Name or Description]”, where the Name or Description is the person the Hooligan was talking to.

No Laying Down on the Job [Basic]

Incantation: None

Call: “Piercing 1 by Agony”, “Cure [Condition] by Agony”, “Stabilize by Agony”

Target: Individual, Self                                Duration: Instantaneous

Delivery: Touch                                        Refresh: Short Rest

Accent: Agony                                        Effect: Piercing, Cure, Stabilize, Refresh

While the Hooligan is no stranger to violence, the undoing of harm is often left to the docs back at the hideout. However, sometimes expediency is best, particularly in the thick of things.

The Hooligan may call “Piercing 1 by Agony” against a Helpless or Willing target by Touch. If this is not Prevented, they may immediately call “Cure [Condition] by Agony” or “Stabilize by Agony” against the same target.

The Hooligan may expend a Spike and Focus Quick 100 to Refresh this Power.

Not So Funny Bone [Basic]

Incantation: None

Call: “Disable [Limb]”

Target: Individual                                Duration: Permanent        

Delivery: Weapon (Melee)                        Refresh: Short Rest

Accent: None                                        Effect: Disable

While striking an opponent or their equipment with a weapon, the character can call out “Disable [Limb].”

Note: You must validly land a blow on the limb or piece of Equipment being held by the limb you wish to Disable.

Numb to Cruelty [Basic]

Incantation: None

Call: “Counter, Numb”

Target: Self                                        Duration: Instantaneous

Delivery: None                                        Refresh: Short Rest

Accent: None                                        Effect: Counter

Working under cruel criminal lords, ringleaders and snarky socialites has earned many Hooligans a limited resistance to the ravages of the mind.

The Hooligan may Counter an ability with Agony or Fear once per Short Rest.

Hooligan Advanced Powers


Back Off [Advanced]

Incantation: None

Call: “Quick Repel by Fear Final”

Target: Individual                                Duration: Quick 100

Delivery: Weapon (Melee)                        Refresh: Focus Quick 100

Accent: Fear                                        Effect: Repel

The Hooligan may call “Quick Repel by Fear Final.”

Gutpunch [Advanced]

Incantation: None

Call: “Quick Silence by Agony”

Target: Individual                                Duration: Quick 100

Delivery: Weapon (Melee)                        Refresh: Focus Quick 100

Accent: Agony                                        Effect: Silence

Fighting dirty is the way of the Hooligan, and sometimes, punching the Sourcerer in the gut after a large apple fritter really is the best way to keep their tampering down.

The Hooligan expends a Spike to deal Quick Silence by Agony with a melee weapon.

The Distraction [Advanced]

Incantation: RP: Engage the target in brief (minimum Quick 30) conversation

Call: “[Name or Description] Quick Obey by Fear: Ignore my [friend or friends] unless they attack while we talk.”

Target: Individual                                Duration: Quick 100

Delivery: Verbal                                        Refresh: Short Rest

Accent: Fear                                        Effect: Obey

While Hooligans frequently work alone, very few of them will say there is no value in teamwork. As such, many have developed tactics to draw attention away from their compatriots - whether those compatriots are sneaking up, doing something the target might not like, or getting away.

The Hooligan chats with the target about anything or nothing, but after a moment of talking they can use this power. The Hooligan must continue to talk during the duration of this power, facing the consequences of their friend’s actions (if known by the target!) after the conversation.

Strategic Bluff [Advanced]

Incant: RP: The Hooligan must touch their target on the back with a prop and announce that they’ve got a knife against their vitals.

Call: “Short Paralyze by Fear”, “Cure Paralyze”

Target: Individual                                Duration: Short Rest

Delivery: Weapon                                Refresh: Short Rest

Accent: Fear                                        Effect: Paralyze, Cure

While out of combat, the Hooligan places a blade against the target’s back; while holding the blade to the intended target, the victim is frozen in fear.

In truth, it is a simple deception, possibly involving a frozen blade, or some mint rubbed on the blade. The chill of the blade on their skin is enough to ensure they don’t make any sudden moves and respect what could be their demise. While completely harmless in truth, with the combination of the Hooligan’s reputation and the well placed deception, the victim is frozen in fear as they try to piece out what to do next. When the Hooligan removes the item from their back, they must end the power with “Cure Paralyze.”

Sweep the Leg [Advanced]

Incantation: None

Call: “Short Disable Both Legs by Force”

Target: Individual                                Duration: Short Rest

Delivery: Weapon                                Refresh: Short Rest

Accent: Force                                        Effect: Disable, Refresh


The Hooligan knows that a foe that can’t stand is one that is ill-equipped to fight: by taking out their opponents legs, the Hooligan is sure to have the high ground.

The Hooligan may swing for “Short Disable Both Legs by Force” once per Short Rest. If this attack is Prevented, the Hooligan may Refresh this power once per Short Rest.

We’re Muggers [Advanced]

Incantation: RP: Threaten someone with violence.

Call: “[Name or Description] Short Obey to Living by Fear: Hand me all your coin.”

Target: Individual                                Duration: Short Rest

Delivery: Verbal                                        Refresh: Short Rest

Accent: Fear                                        Effect: Obey

Sometimes the most direct method is best: strongarming someone through raw intimidation doesn’t always work, but off-the-cuff threats of violence work more often than some might expect.

This ability may only be used out-of-combat and when the Hooligan and their allies outnumber the target and their allies in the area. The Hooligan may target up to three individuals to call “[Name or Description] Short Obey to Living by Fear: Hand me all your coin.”

Hooligan Veteran Powers


Browbeat [Veteran]

Incantation: None

Call: “Wounding 3 by Agony”

Target: Individual                                Duration: Short Rest        

Delivery: Weapon (Melee)                        Refresh: Long Rest

Accent: Agony                                        Effect: Wounding

While this power is active, should your melee attack strike an opponent and that opponent falls unconscious, begins dying, or dies, then you gain two melee attacks for “Wounding 3 by Agony.” It must be clear it was you who took the opponent down; no else can be hitting them at the time. For this reason, many with this skill prefer to isolate opponents.

At-will, you may expend a Spike to add your Spike Damage Bonus to one of these attacks gained by Browbeat.

This power ends, and all bonus attacks granted by this power expire, if you become Helpless or complete a Short Rest.

Forced Entry [Veteran]

Incantation: None

Call: “Shatter [Item] by Force”, “Shatter Armor”

Target: Individual or Item                        Duration: Short Rest, Passive

Delivery: Weapon                                Refresh: Long Rest, None

Accent: None                                        Effect: Shatter

Sometimes the only way out, or in, is through… physically. The Hooligan may activate this Power to:

Both of these options end when the Hooligan takes a Short Rest.

In addition, the Hooligan when attempting to gain entry to a building, the Hooligan always counts as four Charges removed from a Haven even when this power is not active. Thus, when rebuffed by a Haven, the Hooligan should remove four tokens, and unless the Haven is depleted, they must refrain from attempting entry until their next Long Rest.

Inside Man [Veteran]

Incantation: RP, One minute of intimidation

Call: “[Name or Description] Long Charm by Fear”, Marshal Spirit: Inside Man.” Explanation

Target: Individual                                Duration: Long Rest

Delivery: Verbal                                        Refresh: Short Rest

Accent: Fear                                        Effect: Charm

Out of Combat, the Hooligan can engage with a target for a minute of conversation and sway them to the Hooligan’s side. After a minute of conversation, the Hooligan may call “[Name or Description], Long Charm by Fear.”

In addition, when on a staged encounter (often called a “mod”) with an interior building, out of combat, where the character is able to speak to a Marshal Spirit, they may ask if one of the NPCs inside the encounter is bribable, blackmailable, or otherwise able to be turned to the character’s side.

While this power may not always take effect, the Marshal will clearly indicate whether or not it has. If the scenario would not reasonably support such an alteration, the user of the power may immediately refresh it.

Just You and Me [Veteran]

Incantation: RP: Calling out an individual target.

Requirement: You must believe that the target views you as a credible threat and they acknowledge the challenge.

Call: “[Name or Description] Taunt 100 Final”

Target: Individual, Self                                Duration: Instantaneous, Short Rest

Delivery: Verbal        , None                                Refresh: Long Rest

Accent: None                                        Effect: Taunt, Grant

The hooligan knows that sometimes the posse just isn’t up to a particular task, and that it needs to be handled by the hooligan themselves.

While the target of the Taunt is engaged by no-one else, the Hooligan gains the following benefits:

Note: The Plus Spike Damage bonus may, by itself, exceed the Stacking norm of +3 since it’s from a single source.

If the Hooligan is victorious (i.e. kills, downs, or renders Helpless the foe), they are immediately Healed to Full and Cured of any Conditions they wish.

If the mano-a-mano stops for any reason, all ongoing benefits are lost and the power ends.


Kneecapper Extraordinaire [Veteran] (2)

Incantation: None

Call: “Wounding 10 by Agony”

Target: Individual                                Duration: Instantaneous

Delivery: Weapon                                Refresh: Short Rest

Accent: Agony                                        Effect: Wounding, Refresh

After seeing a member designated as part of their “posse” (by the Band Together Innate Power) strike at a target (the strike does not need to hit), the Hooligan may use Kneecapper Extraordinaire to deal “Wounding 10 by Agony” to that target. If this power is Prevented, the Hooligan immediately Refreshes all Spikes.

Vendetta [Veteran]

Incantation: : “[Name or Description], you are marked for Death! Get them!”

Call “[Name or Description], Short Grant +1 Bonus Spike Damage”

Target: Individual(s)                                Duration: Short Rest

Delivery: Verbal                                        Refresh: Long Rest

Accent: None                                        Effect: Grant Bonus Spike Damage

The Hooligan can verbally mark a single individual for Death until the Hooligans next Short Rest, gaining the ability to empower those attacking that target.


When the Hooligan activates Vendetta, until their next Short Rest, they gain a number of Vendetta Charges equal to twice their class-level in Hooligan.


When an attack lands against the character who the Hooligan has a vendetta for, the Hooligan may expend a Vendetta Charge to call “[Name or Description], Short Grant +1 Bonus Spike Damage” to the individual who hit the target of the Vendetta. The Hooligan must be able to see the attack land and be able to identify who made the attack and that it was, indeed, their vendetta.