Might makes right! Don’t agree? Try arguing that point after someone stronger than you mounts your head on a pike. Savage warriors embrace the primordial rule of survival of the fittest, relying on instinct and brute strength to destroy their enemies. Some weak-willed people think that civilization leads to safety, but the truth is that laws make men docile. Real power comes from raw, unbridled rage—that roiling fury that makes you want to flip over a table and gouge someone’s eyes out. What makes your blood boil, mighty warrior? Are you enraged by the injustices of corrupt societies? Do you sneer defiantly at the sight of a hulking, bloodthirsty monster? Then lift your weapon and show your enemies the true meaning of power!
A muscled barbarian wanders the frozen tundra, slaying monsters in search of fame and fortune.
A young boy is found in the wilderness, apparently raised by wolves. He fights with a primal savagery that no civilized man can match.
After getting hit with the green energy of an arcane spell gone awry, a mild-mannered wizard gains godlike strength when he gets angry.
If your life is less than or equal to half your maximum life, you roll +1 damage die.If your life is less than or equal to your toughness, you roll an extra +1 damage die.
When you spend advantage on an attack, gain creative license to utterly demolish an unimportant feature of the terrain. The GM decides the consequences (creatures stuck under debris, slowing rubble, massive crushing damage, etc).
Once on each of your turns, describe how your rage builds → You roll +1 damage die and others roll +1 damage die against you until combat ends, or until you become immune to damage. Stacks.
When you personally defeat a worthy opponent, describe it in gruesome detail → Select a spectator and choose an option below:
Frenzy: The next time you attack the spectator this combat, increase the roll and roll +2 damage die against it. Resisting.
You’re Next! Terrify the target. Resisting.
SMASH! • Action
Describe how you make a brutal attack → Reduce the target’s block to 0 (this is a debuff) and destroy all of its buffs. Then, deal melee damage to it.
Once each combat, at any point, describe how you break free → Remove all of your debuffs and gain 1 advantage for each one. You are immune to those debuffs for the rest of this combat.
Once for each situation, you can have the GM describe your gut reaction (an uncomfortable chill crawls up your spine, the merchant is hiding something, you feel perfectly calm and safe here, etc). Your gut is never wrong.
When you gain this, work with the GM to create a spirit guide (a ghostly animal, your honored ancestors, your blood-soaked weapon, etc). Your spirit guide will always give you useful guidance when you ask for it, but it’s up to you to decipher its cryptic messages.
Once each session, describe how you power through → Gain creative license to overcome an obstacle in the environment that separates you from your goal.
At any point, you can ask what enemies stand before you on your life path. The GM must answer honestly and share a relevant fact about each enemy.
What is Good in Life?
When you gain this trait, the GM asks you “What is good in life?” and you must answer (crushing enemies, warm food and warm lovers, glory, etc). Whenever you want, the GM must tell you where you can indulge in that pleasure. Increase all rolls you make to get there.
Carouse • Slow Action
Roleplay partaking in hedonistic revelry → Choose one:
A Night to Forget: Wake up hours later in an exciting location or strange predicament.
Notoriety: Gain a notorious local reputation and attract the attention of someone important.
Put “Arouse” in “Carouse” Gain a posse of like-minded admirers, lovers, and hangers-on.
Challenge! • Action
Roleplay publicly challenging someone → Depending on the roll and the context, one of you names a contest. The winner of the contest steals a significant portion of the loser’s social status, public respect, and followers (refusing the challenge counts as losing).
Instigator • Slow Action
Roleplay starting trouble → You and the GM each select a person or group. Gain creative license to make a fight or heated confrontation break out between them.
Large and in Charge
Increase all rolls you make to intimidate, scare, and coerce.
After you perform a heroic deed, select someone who saw the deed or the deed’s aftermath. If they are normally attracted to your race and gender, they become hopelessly infatuated with you.
Not Getting Paid Enough • Action
Once each session, describe how you intimidate someone → Gain creative license to make a creature within a far distance that isn’t significantly more powerful than you surrender or flee.