Community Edition

Name

Distinctive Features

Conditions

+1t Related

Vex: Fight-Flight-Freeze-Freakout

Backgrounds & Wises

Weapon Style

Spark (+1d)

Take Spark:

  • roll a disaster (grim cut by thorn)
  • introduce a tangle
  • resolve or move on from story arc
  • quarrel with an ally
  • ally changes bond with you

Bonds

Thread

Spend Thread:

Establish a character, setting, or scene detail within your vantage.

Doubtful details may require a story roll.

Vantage

Certain

it's on this sheet

Reasonable

it's implied

Doubtful

it's a stretch

Impossible

too far outside

Berserker

Trackers

Core Talent

Frenzy: Once per session, or when you get bloodied or take vex, you can enter a frenzy for the scene. During the frenzy, you can only take aggressive actions. You:

  • Take +1d for each mark you have and ignore all thorns from harm and marks.
  • Collateral damage: send something flying - smash mooks - throw insults - wreck something.
  • Always get a final action when dropped. On a critical, ignore getting dropped.

You can only exit a frenzy when: no challenger stands before you - get dropped - push yourself.

[Growth: At levels 3 and 6, gain +1 free activation of frenzy per session.]

Path Talents

Fearsome: Your presence instills fear in others. The GM judges an NPC's response, or you can spend thread to set it: hostile - nervous - respectful - scared. You can push yourself to pull off a potent feat of intimidation.

Flesh Wounds: When you would get bloodied, you can instead take a Flesh Wound, a condition that inflicts +1t on all rolls, and is cleared when the scene ends. On a disaster, you take the harm as normal.

Wounds

Into the Fray: When you're the first into an intense situation, 5s count as 6s, but 4s count as 1s on your first roll. You also setup the first person following you regardless of your outcome.

Joyful Warrior: On a critical or when bloodied in battle, you take spark and can: clear one mark from each ally - bring a dropped (not dead) ally back into the scene.

Mighty: When given time, you can pull off potent feats of raw strength. You can push yourself to do it on the spot.

Overkill: On a critical when bringing violence, threats, or destruction to bear, you can: cause an extra secondary effect - roll the related task pool twice.

Warcry: Each session, you have 2 inspiration, as the talent. You can spend one to: increase an ally's die result by 1 (3→4) - calm or intensify a vex response - clear a mark from an ally. [Prohibited: Bard]

Uses

Traits

2 you are & 1 you're not

Desires

2 you want & 1 you don't

Story Arcs