Name Ancestry / App. Ancestry Age / App. Age / (App.) Gender Build / Form Religion (if any) Appearance Personality Background Quirk / Hatred / Odd Habit Languages Size Speed Racial Talents Attributes & Characteristics Strength Agility Intellect Will Perception Defense Health Healing Rate Damage Corruption Power Insanity Professions Wealth Novice Path Training Talents Paths Expert Path Character Objectives Talents Master Path Master Quest Story Development Talents Equipment Armor Defense Properties Weapon Hands Dmg Properties Weapon Hands Dmg Properties Ranged Weapon Hands Dmg Properties Shield Hands Dmg Properties Gear Fortune Talents Shadow of the Demon Lord Orc Slave Bandit 12 1 Shadowsight - You see in areas obscured by shadows as if they were lit. 15 +5 10 +0 13 +3 8 -2 9 -1 56 14 Warrior Catch Your Breath (1/rest) - Use an action or a triggered action on your turn to heal your healing rate. Weapon Training - When attacking with a weapon, you make the attack roll with 1 boon. Basic Clothing Backpack 1 Week of Rations Tinderbox Waterskin 2 Torches Loaded Dice Brain in a Jar Hard Leather Agility +2 Maul Two 4d6 Cumbersome Crossbow Two 3d6 Range (long), reload, 20 bolts 17 3 cp, 8 ss, 1 gc Torturer Poacher Sailor Common Tongue Dark Speech 0 Dagger Off 1d3+1d6 Finesse, Thrown, Range (short) Combat Prowess - Your attacks with weapons deal 1d6 extra damage. Forceful Strike - When the total of your attack roll is 20 or higher and exceeds the target number by at least 5, the attack deals 1d6 extra damage. Berserk - If you take damage and aren’t fatigued, you can berserk for 1 minute or until you are unconscious. At end, you become fatigued for 1 minute and make a Will challenge roll. On a failure, gain 1 Insanity. While berserk gain a +10 bonus to Health, you cannot become charmed, compelled, or frightened, make attack rolls with 1 bane, attacks with weapons deal 1d6 extra damage, you must use an action each round to attack. Berserker Fury Unleashed - When you go mad, you berserk even if fatigued. The GM controls you. At end round, the GM rolls a d6. On a 5 or higher, the madness ends and you regain control of your character. If you were fatigued when you went berserk, you take 1d6 damage when the madness ends. Iron Hide - While not wearing medium or heavy armor, you have a +1 bonus to Defense. Bag of 100 marbles Rising Fury - When you take damage, you make your next attack roll before the end of the next round with 1 boon. Combat Expertise - You either deal 1d6 extra damage with weapon attacks or make another attack against a different target at any point before the end of your turn. Ferocious Wrath - While berserk, you have a +2 bonus to Speed. In addition, when you attack a frightened creature, you make the attack roll with 1 boon. Frightful Wrath - When you go berserk, each creature within short range that is not a member of your group must get a success on a Will challenge roll or become frightened for 1 round. Brawn - You make Strength attack rolls and challenge rolls with 1 boon. Brute Bar of Soap