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 Story Development 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. 14 +4 9 -1 12 +2 8 -2 9 -1 30 7 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 Soft Leather Agility +1 Warhammer One 3d6 Cumbersome Bow Two 2d6 Range (long) 20 arrows 16 3 cp, 3 ss 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. Large Shield One 1d3+1d6 Size 1, Defensive +2 Bag of 100 marbles