Combat
Bloodlust • Passive
If your life is less than or equal to half your maximum life, you roll +1 damage die.If your life is less than or equal to your toughness, you roll an extra +1 damage die.
Devastation • Passive
When you spend advantage on an attack, gain creative license to utterly demolish an unimportant feature of the terrain. The GM decides the consequences (creatures stuck under debris, slowing rubble, massive crushing damage, etc).
Rage • Quick Action
Once on each of your turns, describe how your rage builds → You roll +1 damage die and others roll +1 damage die against you until combat ends, or until you become immune to damage. Stacks.
Rampage • Passive
When you personally defeat a worthy opponent, describe it in gruesome detail → Select a spectator and choose an option below:
SMASH! • Action
Describe how you make a brutal attack → Reduce the target’s block to 0 (this is a debuff) and destroy all of its buffs. Then, deal melee damage to it.
Unchained, Unbroken • Quick Action
Once each combat, at any point, describe how you break free → Remove all of your debuffs and gain 1 advantage for each one. You are immune to those debuffs for the rest of this combat.
If your life is less than or equal to half your maximum life, you roll +1 damage die.If your life is less than or equal to your toughness, you roll an extra +1 damage die.
Devastation • Passive
When you spend advantage on an attack, gain creative license to utterly demolish an unimportant feature of the terrain. The GM decides the consequences (creatures stuck under debris, slowing rubble, massive crushing damage, etc).
Rage • Quick Action
Once on each of your turns, describe how your rage builds → You roll +1 damage die and others roll +1 damage die against you until combat ends, or until you become immune to damage. Stacks.
Rampage • Passive
When you personally defeat a worthy opponent, describe it in gruesome detail → Select a spectator and choose an option below:
- Frenzy: The next time you attack the spectator this combat, increase the roll and roll +2 damage die against it. Resisting.
- You’re Next!: Terrify the target. Resisting.
SMASH! • Action
Describe how you make a brutal attack → Reduce the target’s block to 0 (this is a debuff) and destroy all of its buffs. Then, deal melee damage to it.
Unchained, Unbroken • Quick Action
Once each combat, at any point, describe how you break free → Remove all of your debuffs and gain 1 advantage for each one. You are immune to those debuffs for the rest of this combat.
Exploration
Gut Instinct • Passive
Once for each situation, you can have the GM describe your gut reaction (an uncomfortable chill crawls up your spine, the merchant is hiding something, you feel perfectly calm and safe here, etc). Your gut is never wrong.
Spirit Guide • Passive
When you gain this, work with the GM to create a spirit guide (a ghostly animal, your honored ancestors, your blood-soaked weapon, etc). Your spirit guide will always give you useful guidance when you ask for it, but it’s up to you to decipher its cryptic messages.
Unstoppable Force • Action
Once each session, describe how you power through → Gain creative license to overcome an obstacle in the environment that separates you from your goal.
Warpath • Passive
At any point, you can ask what enemies stand before you on your life path. The GM must answer honestly and share a relevant fact about each enemy.
What is Good in Life? • Passive
When you gain this trait, the GM asks you “What is good in life?” and you must answer (crushing enemies, warm food and warm lovers, glory, etc). Whenever you want, the GM must tell you where you can indulge in that pleasure. Increase all rolls you make to get there.
Once for each situation, you can have the GM describe your gut reaction (an uncomfortable chill crawls up your spine, the merchant is hiding something, you feel perfectly calm and safe here, etc). Your gut is never wrong.
Spirit Guide • Passive
When you gain this, work with the GM to create a spirit guide (a ghostly animal, your honored ancestors, your blood-soaked weapon, etc). Your spirit guide will always give you useful guidance when you ask for it, but it’s up to you to decipher its cryptic messages.
Unstoppable Force • Action
Once each session, describe how you power through → Gain creative license to overcome an obstacle in the environment that separates you from your goal.
Warpath • Passive
At any point, you can ask what enemies stand before you on your life path. The GM must answer honestly and share a relevant fact about each enemy.
What is Good in Life? • Passive
When you gain this trait, the GM asks you “What is good in life?” and you must answer (crushing enemies, warm food and warm lovers, glory, etc). Whenever you want, the GM must tell you where you can indulge in that pleasure. Increase all rolls you make to get there.
Interaction
Carouse • Slow Action
Roleplay partaking in hedonistic revelry → Choose one:
Challenge! • Action
Roleplay publicly challenging someone → Depending on the roll and the context, one of you names a contest. The winner of the contest steals a significant portion of the loser’s social status, public respect, and followers (refusing the challenge counts as losing).
Instigator • Slow Action
Roleplay starting trouble → You and the GM each select a person or group. Gain creative license to make a fight or heated confrontation break out between them.
Large and in Charge • Passive
Increase all rolls you make to intimidate, scare, and coerce.
Not Getting Paid Enough • Action
Once each session, describe how you intimidate someone → Gain creative license to make a creature within a far distance that isn’t significantly more powerful than you surrender or flee.
Strong Silent Type • Passive
After you perform a heroic deed, select someone who saw the deed or the deed’s aftermath. If remotely possible, they become hopelessly infatuated with you.
Roleplay partaking in hedonistic revelry → Choose one:
- A Night to Forget: Wake up hours later in an exciting location or strange predicament.
- Notoriety: Gain a notorious local reputation and attract the attention of someone important.
- Put “Arouse” in “Carouse”: Gain a posse of like-minded admirers, lovers, and hangers-on.
Challenge! • Action
Roleplay publicly challenging someone → Depending on the roll and the context, one of you names a contest. The winner of the contest steals a significant portion of the loser’s social status, public respect, and followers (refusing the challenge counts as losing).
Instigator • Slow Action
Roleplay starting trouble → You and the GM each select a person or group. Gain creative license to make a fight or heated confrontation break out between them.
Large and in Charge • Passive
Increase all rolls you make to intimidate, scare, and coerce.
Not Getting Paid Enough • Action
Once each session, describe how you intimidate someone → Gain creative license to make a creature within a far distance that isn’t significantly more powerful than you surrender or flee.
Strong Silent Type • Passive
After you perform a heroic deed, select someone who saw the deed or the deed’s aftermath. If remotely possible, they become hopelessly infatuated with you.