Work Up
normal- Move Power
- none
- Move Time
- 1 bonus action
- PP
- 3
- Duration
- 1 minute
- Range
- self
You get your adrenaline pumping and go into a frenzy. While worked up, you add +2 to all attack rolls. Your worked up status ends if you are incapacitated or if you have not attacked a hostile target since your last turn, or taken any damage since then.
- Contest
- tough
- Appeal
- 3
- Jam
- 0
- Effect
- Excites the audience a lot if used first.