
Level 1 · Echelon 1
Brakkath Stonewake
Hakaan · Berserker · Fury
Former gladiator — New Challenges
Might
+2
Agility
+2
Reason
+1
Intuition
0
Presence
0
Stamina
30
Winded at 15
Recoveries
10
Value 10
Speed
5
Stability
2
Size
1L
Disengage
1
Saving throw
6+
Heroic resource
Rage
Potency — from Might
Weak
0
Average
1
Strong
2
Damage & distance bonuses
- Melee damage
- +0/+0/+4
- Ranged damage
- —
- Melee distance
- —
- Ranged distance
- —
Signature ability
Pain for Pain
An enemy who tagged you will pay for that.
Keywords
Melee, Strike, Weapon
Action
Main action
Distance
Melee 1
Target
One creature
Power Roll + Might or Agility
- ≤113 + M or A damage
- 12–165 + M or A damage
- 17+13 + M or A damage
Hakaan traits — 3/3 points spent
Big!signature
Your stature reflects your giant forebears. Your size is 1L.
All Is a Feather1 pt
You are exceptionally strong. You gain an edge on tests made to lift and haul heavy objects.
Forceful1 pt
Whenever you force move a creature or object, the forced movement distance gains a +1 bonus.
Stand Tough1 pt
Your body is made to withstand the blows of your enemies. Your Might score is treated as 1 higher for the purpose of resisting potencies, and you gain an edge on Might tests when called for to resist environmental effects or a creature's traits or abilities.
Culture
- Environment
- Wilderness
- Organization
- Communal
- Upbringing
- Martial
- Languages
- Hyrallic, Kalliak
Career & perk
Gladiator
In the past, you entertained the masses with flashy displays of violence in the arena.
New Challenges
You earned every title you could. You beat every opponent willing to face you in the arena. Your final battle with your rival ended with you victorious—and still you were unsatisfied. Other, greater foes are out there. And you mean to find them.
Perk: Brawny
Skills — 8
Complication
Bereaved
The most important person to you—perhaps a family member, mentor, or lover—was killed. The only thing that keeps you going is the faint connection you have with this person's spirit, and the hope that one day you can tie up their unfinished business and let them rest.
Benefit
Whenever you don't know what to do, you can appeal to your loved one's spirit for help. You spend a hero token to let the Director determine the next thing you do, whether in or out of combat. The Director chooses the best course of action they can think of for you, even if it relies on information you don't have. If the Director can't think of a particularly good course of action for you to take, you don't spend the hero token.
Drawback
You have corruption weakness 5.
Fury — 1st-level features
+1st-Level Aspect Features
Your primordial aspect grants you two features, as shown on the 1st-Level Aspect Features table. ###### 1st-Level Aspect Features Table | Aspect | Feature | |------------|--------------------------------| | Berserker | Kit, Primordial Strength | | Reaver | Kit, Primordial Cunning | | Stormwight | Beast Shape, Relentless Hunter |
+Aspect Triggered Action
Your primordial aspect grants you a triggered action, as shown on the Aspect Triggered Actions table. ###### Aspect Triggered Actions Table | Aspect | Triggered Action | |--------------------------|--------------------| | Berserker | Lines of Force | | Reaver | Unearthly Reflexes | | Stormwight | Furious Change |
+Beast Shape
You can use and gain the benefits of a stormwight kit (see Stormwight Kits). Your stormwight kit grants you a number of benefits, including benefits tied to your Growing Ferocity feature.
+Ferocity
Within the heat of battle, your determination and anger grow, fueling a Heroic Resource called ferocity. > **Where's My Maneuver?** > > Since most other classes get a bespoke maneuver, you might find yourself asking, "Where's the special maneuver for the fury?" The answer is that the class doesn't need its own maneuver, because most of the time, the fantasy of the fury has them using the Grab or Knockback maneuvers in combat. They're really good at those maneuvers too, so it doesn't make sense to give you another option that you'll rarely or never use. ##### Ferocity in Combat At the start of a combat encounter or some other stressful situation tracked in combat rounds (as determined by the Director), you gain ferocity equal to your Victories. At the start of each of your turns during combat, you gain 1d3 ferocity. Additionally, the first time each combat round that you take damage, you gain 1 ferocity. The first time you become winded or are dying in an encounter, you gain 1d3 ferocity. You lose any remaining ferocity at the end of the encounter. ##### Ferocity Outside of Combat Though you can't gain ferocity outside of combat, you can use your heroic abilities and effects that cost ferocity without spending it. Whenever you use an ability or effect outside of combat that costs ferocity, you can't use that same ability or effect outside of combat again until you earn 1 or more Victories or finish a respite. When you use an ability outside of combat that lets you spend unlimited ferocity on its effect, such as To the Uttermost End, you can use it as if you had spent an amount of ferocity equal to your Victories.
+Fury Abilities
You specialize in dealing massive damage on the battlefield, and have mastered unique martial abilities that allow you to strike hard and keep moving. ##### Signature Ability Choose one signature ability from the following options. Signature abilities can be used at will. (*Quick Build:* To the Death!) ##### Heroic Abilities You fight with an array of heroic abilities, all of which cost ferocity to fuel them. ###### 3-Ferocity Ability Choose one heroic ability from the following options, each of which costs 3 ferocity to use. (*Quick Build:* Back!) ###### 5-Ferocity Ability Choose one heroic ability from the following options, each of which costs 5 ferocity to use. (*Quick Build:* Blood for Blood!)
+Growing Ferocity
You gain certain benefits in combat based on the amount of ferocity you have (see 1st-Level Aspect Features for details). These benefits last until the end of your turn, even if a benefit would become unavailable to you because of the amount of ferocity you spend during your turn. Some Growing Ferocity benefits can be applied only if you are a specific level or higher, with the level of those benefits noted in the various Growing Ferocity tables in this section. ###### Berserker Growing Ferocity Table | Ferocity | Benefit | |-----------------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 2 | Whenever you use the Knockback maneuver, the forced movement distance gains a bonus equal to your Might score. | | 4 | The first time you push a creature on a turn, you gain 1 surge. | | 6 | You gain an edge on Might tests and the Knockback maneuver. | | 8 (4th level) | The first time you push a creature on a turn, you gain 2 surges. | | 10 (7th level) | You have a double edge on Might tests and the Knockback maneuver. | | 12 (10th level) | Whenever you use a heroic ability, you gain 10 temporary Stamina. Additionally, whenever you make a power roll that imposes forced movement on a target, the forced movement distance gains a bonus equal to your Might score. | ###### Reaver Growing Ferocity Table | Ferocity | Benefit | |-----------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 2 | Whenever you use the Knockback maneuver, the forced movement distance gains a bonus equal to your Agility score. | | 4 | The first time you slide a creature on a turn, you gain 1 surge. | | 6 | You gain an edge on Agility tests and the Knockback maneuver. | | 8 (4th level) | The first time you slide a creature on a turn, you gain 2 surges. | | 10 (7th level) | You have a double edge on Agility tests and the Knockback maneuver. | | 12 (10th level) | Whenever you use a heroic ability, you gain 10 temporary Stamina. Additionally, whenever you make a power roll that imposes forced movement on a target, the forced movement distance gains a bonus equal to your Agility score. |
+Kit
You can use and gain the benefits of a kit. See Chapter 6: Kits for more information. (*Quick Build:* Panther.)
+Mighty Leaps
You can't obtain lower than a tier 2 outcome on any Might test made to jump (see Movement Types in Chapter 10: Combat).
+Primordial Aspect
You are a product of customs older than warfare, older than civilization, older than most of the world. You have undergone a rite of passage that revealed the building blocks of the timescape—the Primordial Chaos—and that left an aspect of that chaos inside you. You choose a primordial aspect from the following options, each of which grants you a skill. (*Quick Build:* Berserker.) - **Berserker:** You channel your ferocity into physical might, acting as a living version of the forces that shape the world. You have the Lift skill. - **Reaver:** You channel your ferocity into instinct and cunning, challenging the order of civilization. You have the Hide skill. - **Stormwight:** You channel your ferocity into primordial storms and can take on the form of an animal or an animal hybrid form. You have the Track skill. Your primordial aspect is your subclass, and your choice of aspect determines many of the features you'll gain as you gain new levels.
+Primordial Cunning
You are never surprised. Additionally, whenever you would push a target with forced movement, you can slide them instead. As your ferocity grows, you gain benefits as noted on the Reaver Growing Ferocity table. Benefits are cumulative except where an improved benefit replaces a lesser benefit.
+Primordial Strength
Whenever you damage an object with a weapon strike, the strike deals extra damage equal to your Might score. Additionally, whenever you push another creature into an object, the creature takes extra damage equal to your Might score. As your ferocity grows, you gain benefits as noted on the Berserker Growing Ferocity table. Benefits are cumulative except where an improved benefit replaces a lesser benefit.
+Relentless Hunter
You gain an edge on tests made using the Track skill.
Notes
Nine feet of grudge in a stone body. Counts his victories in teeth, not coins.
How these numbers were derived
- Big!: size becomes 1L
- Mountain kit: +9 Stamina
- Mountain kit: +2 stability