Sroxl, Dregordian Berserker

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Sroxl
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Sroxl, Dregordian Berserker

Post by Sroxl »

Character Sheet

Player Name: Derrick
Google Handle: DSmith8807

Sroxl
Rank: Novice Experience: 23 Advances Left: 0
Race: Dregordian
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d8
Charisma: -4; Pace: 6; Parry: 8(1); Toughness: 9(3)
Skills
  • Fighting d10+1 (+2 vs Reach 0)
  • Intimidation d6+4
  • Knowledge (Battle) d4
  • Notice d6
  • Stealth d4
  • Survival d4
  • Swimming d6
  • Throwing d6
Hindrances
  • Battle Lust (Death Wish; Minor): Sroxl loves fighting on the field of battle. He craves it, and nothing would make him happier than dying in battle after accomplishing some major goal and having his name remembered forever as a great hero.
  • Battle Rage (R): A dregordian engaged in battle must pass a Spirit roll at the beginning of each round or fall prey to his bestial nature. While in this agitated state, he may only make wild attacks and suffers the effects of Bloodthirsty. If not directly threatened, he may take one round to regain self-control with a Spirit roll at -2.
  • Heroic (Major): This noble soul never says no to a person in need. She doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. She’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
  • Jungle Dweller: Dregordians suffer a -4 penalty to resist cold environmental effects.
  • Outsider: Dregordians are pretty much alien to every other race, both in appearance and mentality.
  • Ugly (Minor): Unfortunately, this individual hit more than a few ugly sticks on his way down the tree of life. His Charisma is lowered by 2, and he is generally shunned by members of the opposite sex.
Edges
  • Berserk: Immediately after suffering a wound (including a Shaken result from physical damage), your hero must make a Smarts roll or go Berserk.
    While Berserk, his Parry is reduced by 2 but he adds +2 to all Fighting, Strength, melee damage rolls, and Toughness. The warrior ignores all wound modifiers while Berserk, but cannot use any skills, Edges, or maneuvers that require concentration, including Shooting and Taunt, but not Intimidation.
    Berserkers attack with reckless abandon. Anytime his Fighting die is a 1 (regardless of his Wild Die), he hits a random adjacent target (not the original target). The attack may hit friend as well as foe. If there are no other adjacent targets, the blow simply misses.
    The Berserker may end his rage by doing nothing (not even moving) for one full action and making a Smarts roll at –2.
  • Embrace the Beast (N1): While most dregordians struggle their whole lives to control their “Inner Beast,” this character numbers among those who fully embrace their atavistic nature . This Edge confers the Berserk Edge on the dregordian.
  • Frightening (N2): Some folks are very Frightening in their appearance and presence, while others project a highly Impressive bearing. This Edge allows the Hero to apply his Charisma modifier to any Intimidation checks; if it is negative, the Edge counts as Frightening (and the value is inverted as a bonus), while a positive modifier counts as Impressive. The maximum amount of modifier from Charisma that should be permitted for the Intimidation check is +4.
  • Heirloom (I2): Sroxl inherited his father’s Kayakor who inherited it from his father. Sroxl’s grandfather was a paladin of the Light who was rewarded for his exemplary service with a Kayakor specially crafted with a blade of white steel. Neither Sroxl nor his father were followers of Archanon, but they have had great respect for the unique Kayakor. It has been the envy of many Dregordians who know if it!
  • Kayakor Initiate (I1): The traditional weapon of any dregordian warrior is the kayakor. (see page 84) True practitioners of the martial forms associated with this weapon learn to master its offensive and defensive capacity to great effect. A Kayakor Initiate wielding a kayakor gains a +1 Fighting against anyone armed with a Reach 0 weapon. As well, opponents lose one point of Gang Up bonus against the Kayakor Initiate as they learn to move and spin their weapon in a constant circle of blocking positions.
  • Tail and Claws (R): Dregordians have natural claws that can do lethal damage (Str+d4) and are always considered “armed”. Their tail is flexible enough to be used as a weapon, as well, doing Str+d4 in either nonlethal or lethal damage.
  • Trademark Weapon (Kayakor, Silver Steel; N3): +1 to Fighting with Kayakor, Silver Steel. If lost, the hero can replace it, but the benefit of the edge takes two game weeks to kick in.
Last edited by Sroxl on Thu Oct 04, 2018 11:06 pm, edited 12 times in total.
Sroxl, Dregordian Berserker
Sroxl, Dregordian Berserker
Charisma: -4; Pace: 6; Parry: 8(1); Toughness: 9(3)
Combat-Relevant Edges & Abilities:
  • Battle Rage: Spirit roll at the beginning of each round, failure results in only being able to make wild attacks and suffering from the effects of Bloodthirsty.
    Berserk: Smarts roll when wounded; Failure = Parry -2, +2 to Fighting, Strength, melee damage, and Toughness. Also ignore all wound modifiers. Cannot use skills, Edges or maneuvers which require concentration (Including Shooting and Taunt, but not Intimidation). Fighting roll of 1 results in hitting an adjacent random target.
    Frightening: +Charisma as a positive modifier to Intimidation rolls.
    Kayakor Initiate: +1 Fighting against anyone armed iwth a Reach 0 Weapon. Opponents lose one point of Gang Up bonus against Sroxl.
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
Adventure Cards
  • Moment of Glory: Every Hero in Spirit radius of the character loses Shaken status; ignores all wound and fatigue; and gains the benefits of a Joker (do not receive the Benny) for the remainder of the round.
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Sroxl
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Re: Sroxl, Dregordian Berserker

Post by Sroxl »

Background

Sroxl is an outcast amongst his own people. Where dregordian society is based upon controling and mastering the battle rage, Sroxl has embraced it and revels in it. Sroxl’s father loves his son but asked Sroxl to leave dregordian lands to avoid risking their family’s honor. This was not solely a question of honor, however; Sroxl’s father believes that his son’s nature would allow him to thrive in other lands.
Sroxl’s grandfather made a name for himself amongst the Rangers through his work as a paladin upholding the Light. Sroxl’s father gave his son directions to where he could make contact with the Rangers. His father knows the cause of the Rangers is honorable, and that Sroxl could thrive there. He could find the battle he craves and potentially accomplish heroic deeds.

Image
Last edited by Sroxl on Sat Nov 17, 2018 9:53 pm, edited 3 times in total.
Sroxl, Dregordian Berserker
Sroxl, Dregordian Berserker
Charisma: -4; Pace: 6; Parry: 8(1); Toughness: 9(3)
Combat-Relevant Edges & Abilities:
  • Battle Rage: Spirit roll at the beginning of each round, failure results in only being able to make wild attacks and suffering from the effects of Bloodthirsty.
    Berserk: Smarts roll when wounded; Failure = Parry -2, +2 to Fighting, Strength, melee damage, and Toughness. Also ignore all wound modifiers. Cannot use skills, Edges or maneuvers which require concentration (Including Shooting and Taunt, but not Intimidation). Fighting roll of 1 results in hitting an adjacent random target.
    Frightening: +Charisma as a positive modifier to Intimidation rolls.
    Kayakor Initiate: +1 Fighting against anyone armed iwth a Reach 0 Weapon. Opponents lose one point of Gang Up bonus against Sroxl.
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
Adventure Cards
  • Moment of Glory: Every Hero in Spirit radius of the character loses Shaken status; ignores all wound and fatigue; and gains the benefits of a Joker (do not receive the Benny) for the remainder of the round.
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Sroxl
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Re: Sroxl, Dregordian Berserker

Post by Sroxl »

Gear

White Silver Kayakor
An elaborate and expertly designed pole arm, similar to the halberd in form and function. However, each one is a work of art, handcrafted by dregordian families of deep and long lineages. It is unheard of for non-dregordians to use one, and is considered a terrible insult. Non-dregordians opting to carry/wield one suffer a -4 reaction modifier from dregordians.
  • Str+d10 Damage, AP 1
  • +1 Parry, +1 Reach, 2 Hands
  • White Silver
  • 20 lbs, $1000
Throwing Spears
  • 3/6/12
  • Str+d6 Damage
  • 5 lbs, $250
Full Dregordian Scale Armor
Dregordian Scale literally uses scales from the monstrous drakes that still reside in their jungles.
  • +3 Armor, -4 Coverage
  • 15 lbs, $800
Travel Clothing
  • 0 lbs, $20
Formal Clothing
  • +1 Charisma in the right situations
  • 2lbs, $100
Ranger Clothing
  • +1 to offset any Survival or Stealth penalties while in non-urban settings.
  • +1 Charisma with those who respect the Rangers, -1 Cha to enemies of Rangers.
  • 0 lbs, $80
Shovel
  • 5 lbs, $5
Pry Bar
  • +2 to Strength rolls vs portals
  • $10, 5 lbs
Rope
  • 10” (60)
  • 15 lbs, $10’
Tent
  • +1 Shelter, 2 people
    • This item provides a bonus to Survival rolls when some form of shelter would be important or useful (such as in bad weather). This bonus only applies to offsetting any penalties from these conditions. The bonus does apply universally to any Vigor checks made overnight while in the shelter.
  • $30, 10 lbs
Bag of Carrying
This magical bag of carrying was a gift from Sroxl's father. It can hold a number of medium to small sized items weightlessly and gives quick access to them. Curiously, its bigger on the inside than the oustide!
Image
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
Features:
Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, food ration pack, minor items or individual tools.
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:


Ranger’s Kit
  • Ranger Clothing
  • Travel Rations (1 Week)
  • Water Skin
  • Backpack
  • Bedroll
  • Flint & Steel
  • Fishing line and hook
  • Game trapping gear
  • Other useful odds and ends to imrpove survival chances.
  • +2 to Survival rolls, +1 to Healing rolls, and +1 to Vigor Checks to resist environmental conditions.
  • 12 lbs, $200
Credits: ?

Contacts
?
Last edited by Sroxl on Sat Jul 21, 2018 7:12 pm, edited 4 times in total.
Sroxl, Dregordian Berserker
Sroxl, Dregordian Berserker
Charisma: -4; Pace: 6; Parry: 8(1); Toughness: 9(3)
Combat-Relevant Edges & Abilities:
  • Battle Rage: Spirit roll at the beginning of each round, failure results in only being able to make wild attacks and suffering from the effects of Bloodthirsty.
    Berserk: Smarts roll when wounded; Failure = Parry -2, +2 to Fighting, Strength, melee damage, and Toughness. Also ignore all wound modifiers. Cannot use skills, Edges or maneuvers which require concentration (Including Shooting and Taunt, but not Intimidation). Fighting roll of 1 results in hitting an adjacent random target.
    Frightening: +Charisma as a positive modifier to Intimidation rolls.
    Kayakor Initiate: +1 Fighting against anyone armed iwth a Reach 0 Weapon. Opponents lose one point of Gang Up bonus against Sroxl.
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
Adventure Cards
  • Moment of Glory: Every Hero in Spirit radius of the character loses Shaken status; ignores all wound and fatigue; and gains the benefits of a Joker (do not receive the Benny) for the remainder of the round.
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Sroxl
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Re: Sroxl, Dregordian Berserker

Post by Sroxl »

Advances
Attributes
Agility: d6 (2)
Smarts: d6 (1)
Spirit: d8 (1; N4)
Strength: d10 (1, 2 Racial)
Vigor: d8 (0, 2 Racial)

Skills
  • d10 Fighting (6; Ag)
  • d6 Intimidation (2; Sp)
  • d4 K/Battle (1; Sm)
  • d6 Notice (2; Sm)
  • d4 Stealth (1; Ag)
  • d6 Survival (1; Sm)
  • d6 Swimming (0, Free d6; St)
  • d6 Throwing (2; Ag)
Dregordian Racial Statistics
  • Aquatic: Dregordians are naturally amphibious and can breathe underwater. Their swimming Pace equals their Swimming skill die type in inches, and they begin with a d6 in Swimming.
  • Battle Rage: A dregordian engaged in battle must pass a Spirit roll at the beginning of each round or fall prey to his bestial nature. While in this agitated state, he may only make wild attacks and suffers the effects of Bloodthirsty. If not directly threatened, he may take one round to regain self-control with a Spirit roll at -2.
  • Jungle Dweller: Dregordians suffer a -4 penalty to resist cold environmental effects.
  • Mighty: Powerful and tough, dregordians begin with a d8 starting Strength and Vigor. Furthermore, their natural maximum Strength and Vigor is d12+2, and they can reach these levels with normal Advances without applying the Professional or Legendary Edges (which can bump their Strength to d12+3 and +4, respectively).
  • Outsider: Dregordians are pretty much alien to every other race, both in appearance and mentality.
  • Ponderous: Dregordians must spend double points to raise their Agility during character creation but may increase it normally after that.
  • Tail and Claws: Dregordians have natural claws that can do lethal damage (Str+d4) and are always considered “armed”. Their tail is flexible enough to be used as a weapon, as well, doing Str+d4 in either nonlethal or lethal damage.
Advances
  • Initial Advances 1: Kayakor Initiate
  • Initial Advances 2: Heirloom
  • Novice 1 Advance: Embrace the Beast
  • Novice 2 Advance: Frightening
  • Novice 3 Advance: Trademark Weapon (Kayakor)
  • Novice 4 Advance: Spirit d8
  • Seasoned 1 Advance: Soul-Bonded Item (Kayakor; +1 AP, +1 Parry)
  • Seasoned 2 Advance: Kayakor Specialist
  • Seasoned 3 Advance: Ride the Beast
  • Seasoned 4 Advance: Strength d12? Vigor d10?
  • Seasoned 5 Advance: Hold Off?
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Veteran 5 Advance
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Heroic 5 Advance
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Sroxl on Sat Nov 17, 2018 10:35 pm, edited 4 times in total.
Sroxl, Dregordian Berserker
Sroxl, Dregordian Berserker
Charisma: -4; Pace: 6; Parry: 8(1); Toughness: 9(3)
Combat-Relevant Edges & Abilities:
  • Battle Rage: Spirit roll at the beginning of each round, failure results in only being able to make wild attacks and suffering from the effects of Bloodthirsty.
    Berserk: Smarts roll when wounded; Failure = Parry -2, +2 to Fighting, Strength, melee damage, and Toughness. Also ignore all wound modifiers. Cannot use skills, Edges or maneuvers which require concentration (Including Shooting and Taunt, but not Intimidation). Fighting roll of 1 results in hitting an adjacent random target.
    Frightening: +Charisma as a positive modifier to Intimidation rolls.
    Kayakor Initiate: +1 Fighting against anyone armed iwth a Reach 0 Weapon. Opponents lose one point of Gang Up bonus against Sroxl.
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
Adventure Cards
  • Moment of Glory: Every Hero in Spirit radius of the character loses Shaken status; ignores all wound and fatigue; and gains the benefits of a Joker (do not receive the Benny) for the remainder of the round.
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Sroxl
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Re: Sroxl, Dregordian Berserker

Post by Sroxl »

Sroxl, Dregordian Berserker.
Last edited by Sroxl on Sat Nov 17, 2018 9:53 pm, edited 1 time in total.
Sroxl, Dregordian Berserker
Sroxl, Dregordian Berserker
Charisma: -4; Pace: 6; Parry: 8(1); Toughness: 9(3)
Combat-Relevant Edges & Abilities:
  • Battle Rage: Spirit roll at the beginning of each round, failure results in only being able to make wild attacks and suffering from the effects of Bloodthirsty.
    Berserk: Smarts roll when wounded; Failure = Parry -2, +2 to Fighting, Strength, melee damage, and Toughness. Also ignore all wound modifiers. Cannot use skills, Edges or maneuvers which require concentration (Including Shooting and Taunt, but not Intimidation). Fighting roll of 1 results in hitting an adjacent random target.
    Frightening: +Charisma as a positive modifier to Intimidation rolls.
    Kayakor Initiate: +1 Fighting against anyone armed iwth a Reach 0 Weapon. Opponents lose one point of Gang Up bonus against Sroxl.
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
Adventure Cards
  • Moment of Glory: Every Hero in Spirit radius of the character loses Shaken status; ignores all wound and fatigue; and gains the benefits of a Joker (do not receive the Benny) for the remainder of the round.
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Sroxl
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Re: Sroxl, Dregordian Berserker

Post by Sroxl »

+1 XP for Interlude
Sroxl, Dregordian Berserker
Sroxl, Dregordian Berserker
Charisma: -4; Pace: 6; Parry: 8(1); Toughness: 9(3)
Combat-Relevant Edges & Abilities:
  • Battle Rage: Spirit roll at the beginning of each round, failure results in only being able to make wild attacks and suffering from the effects of Bloodthirsty.
    Berserk: Smarts roll when wounded; Failure = Parry -2, +2 to Fighting, Strength, melee damage, and Toughness. Also ignore all wound modifiers. Cannot use skills, Edges or maneuvers which require concentration (Including Shooting and Taunt, but not Intimidation). Fighting roll of 1 results in hitting an adjacent random target.
    Frightening: +Charisma as a positive modifier to Intimidation rolls.
    Kayakor Initiate: +1 Fighting against anyone armed iwth a Reach 0 Weapon. Opponents lose one point of Gang Up bonus against Sroxl.
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
Adventure Cards
  • Moment of Glory: Every Hero in Spirit radius of the character loses Shaken status; ignores all wound and fatigue; and gains the benefits of a Joker (do not receive the Benny) for the remainder of the round.
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Sroxl
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Re: Sroxl, Dregordian Berserker

Post by Sroxl »

+6 XP

+Trademark Weapon (Kayakor, Silver Steel)
Sroxl, Dregordian Berserker
Sroxl, Dregordian Berserker
Charisma: -4; Pace: 6; Parry: 8(1); Toughness: 9(3)
Combat-Relevant Edges & Abilities:
  • Battle Rage: Spirit roll at the beginning of each round, failure results in only being able to make wild attacks and suffering from the effects of Bloodthirsty.
    Berserk: Smarts roll when wounded; Failure = Parry -2, +2 to Fighting, Strength, melee damage, and Toughness. Also ignore all wound modifiers. Cannot use skills, Edges or maneuvers which require concentration (Including Shooting and Taunt, but not Intimidation). Fighting roll of 1 results in hitting an adjacent random target.
    Frightening: +Charisma as a positive modifier to Intimidation rolls.
    Kayakor Initiate: +1 Fighting against anyone armed iwth a Reach 0 Weapon. Opponents lose one point of Gang Up bonus against Sroxl.
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
Adventure Cards
  • Moment of Glory: Every Hero in Spirit radius of the character loses Shaken status; ignores all wound and fatigue; and gains the benefits of a Joker (do not receive the Benny) for the remainder of the round.
Edit Signature
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Sroxl
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Re: Sroxl, Dregordian Berserker

Post by Sroxl »

-1 Golden Benny

+2 Bennies for Sroxl

+1 Golden Benny from Malcom Young
Sroxl, Dregordian Berserker
Sroxl, Dregordian Berserker
Charisma: -4; Pace: 6; Parry: 8(1); Toughness: 9(3)
Combat-Relevant Edges & Abilities:
  • Battle Rage: Spirit roll at the beginning of each round, failure results in only being able to make wild attacks and suffering from the effects of Bloodthirsty.
    Berserk: Smarts roll when wounded; Failure = Parry -2, +2 to Fighting, Strength, melee damage, and Toughness. Also ignore all wound modifiers. Cannot use skills, Edges or maneuvers which require concentration (Including Shooting and Taunt, but not Intimidation). Fighting roll of 1 results in hitting an adjacent random target.
    Frightening: +Charisma as a positive modifier to Intimidation rolls.
    Kayakor Initiate: +1 Fighting against anyone armed iwth a Reach 0 Weapon. Opponents lose one point of Gang Up bonus against Sroxl.
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
Adventure Cards
  • Moment of Glory: Every Hero in Spirit radius of the character loses Shaken status; ignores all wound and fatigue; and gains the benefits of a Joker (do not receive the Benny) for the remainder of the round.
Edit Signature
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Sroxl
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Re: Sroxl, Dregordian Berserker

Post by Sroxl »

+5 XP for Q4 2018.
+Sprit d8
Sroxl, Dregordian Berserker
Sroxl, Dregordian Berserker
Charisma: -4; Pace: 6; Parry: 8(1); Toughness: 9(3)
Combat-Relevant Edges & Abilities:
  • Battle Rage: Spirit roll at the beginning of each round, failure results in only being able to make wild attacks and suffering from the effects of Bloodthirsty.
    Berserk: Smarts roll when wounded; Failure = Parry -2, +2 to Fighting, Strength, melee damage, and Toughness. Also ignore all wound modifiers. Cannot use skills, Edges or maneuvers which require concentration (Including Shooting and Taunt, but not Intimidation). Fighting roll of 1 results in hitting an adjacent random target.
    Frightening: +Charisma as a positive modifier to Intimidation rolls.
    Kayakor Initiate: +1 Fighting against anyone armed iwth a Reach 0 Weapon. Opponents lose one point of Gang Up bonus against Sroxl.
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
Adventure Cards
  • Moment of Glory: Every Hero in Spirit radius of the character loses Shaken status; ignores all wound and fatigue; and gains the benefits of a Joker (do not receive the Benny) for the remainder of the round.
Edit Signature
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Sroxl
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Re: Sroxl, Dregordian Berserker

Post by Sroxl »

Interlude
+1 XP
+1 Benny
+500G or +1 Die Type to Wealth.
Sroxl, Dregordian Berserker
Sroxl, Dregordian Berserker
Charisma: -4; Pace: 6; Parry: 8(1); Toughness: 9(3)
Combat-Relevant Edges & Abilities:
  • Battle Rage: Spirit roll at the beginning of each round, failure results in only being able to make wild attacks and suffering from the effects of Bloodthirsty.
    Berserk: Smarts roll when wounded; Failure = Parry -2, +2 to Fighting, Strength, melee damage, and Toughness. Also ignore all wound modifiers. Cannot use skills, Edges or maneuvers which require concentration (Including Shooting and Taunt, but not Intimidation). Fighting roll of 1 results in hitting an adjacent random target.
    Frightening: +Charisma as a positive modifier to Intimidation rolls.
    Kayakor Initiate: +1 Fighting against anyone armed iwth a Reach 0 Weapon. Opponents lose one point of Gang Up bonus against Sroxl.
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
Adventure Cards
  • Moment of Glory: Every Hero in Spirit radius of the character loses Shaken status; ignores all wound and fatigue; and gains the benefits of a Joker (do not receive the Benny) for the remainder of the round.
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