Brute
Forges an intimate bond with violence itself, channeling pain and fury into supernatural combat prowess.
The Brute forges an intimate bond with violence itself, channeling pain and fury into supernatural combat prowess. Where other warriors discipline their rage, the Brute surrenders to it - and is answered in kind.
At the heart of every Brute burns Berserk: a deliberate unmaking of restraint that turns suffering into strength. The fury grows with the fight and steepens with the years, but it is never free - it is paid in willpower, and when willpower runs dry, in blood.
- STR
- d8
- AGI
- d6
- RES
- d6
- FCS
- d6
- INT
- d6
- Core Attributes
- STR · AGI
- Innate Skills
- athletics, survival/nature
- Innate School
- None
- Armor
- Light · Medium · Heavy
Starting EquipmentCommon or Uncommon melee weapon. Light, medium, or heavy armor. Tribal totem, warpaint, battle trophy, minor health potion.
Core Abilities
Abilities and talents that define the class at its core - granted at creation, or available as early signature picks.
Berserk
Core AbilityYou go Berserk for 10 rounds. During this time, you deal extra d4 damage with your attacks. The extra die grows one step at levels 3, 5, 7, and 10. Actions that cost WP may instead be paid by splitting the cost 50/50 between HP and WP. Each turn you end in Berserk costs you WP equal to your level. You ignore Movement penalties from Conditions during this time. Additionally, each turn you take half damage from the first Attack that would deal damage to you. Usable once per Rest. You gain additional uses at levels 3, 6, and 8.
Specialization Rages use the same activation pool as Berserk. The default duration of each Rage is 10 rounds.
Path of Advancement
Levels 2–10. Each level lists the dice that step up and the core-attribute bonuses your character must have reached to take it.
| Level | Dice Ups | Required Bonuses |
|---|---|---|
| 2 | RES Up | STR 5 · AGI 4 |
| 3 | Free Up | STR 7 · AGI 5 |
| 4 | — | STR 8 · AGI 6 |
| 5 | STR Up | STR 11 · AGI 7 |
| 6 | — | STR 12 · AGI 8 |
| 7 | AGI Up | STR 13 · AGI 10 |
| 8 | — | STR 15 · AGI 11 |
| 9 | Free Up | STR 16 · AGI 15 |
| 10 | — | STR 18 · AGI 16 |
Specializations
Berserker
10Surrenders conscious control to become an elemental force, fighting not for victory but for the perfect expression of violence.
Juggernaut
11Turns rage inward, building supernatural resilience until no force on the battlefield can move them.
Tribal Warrior
11Channels fury through ancestral spirits, becoming a vessel for ancient power while keeping a clarity no Berserker can match.
General Class Picks
Picks available to every Brute, before a specialization is chosen.
Level 1
Berserk
You go Berserk for 10 rounds. During this time, you deal extra d4 damage with your attacks. The extra die grows one step at level 3,5,7 and 10. Actions that cost WP only maybe split 50/50 between HP and WP. Each turn you end in Berserk costs you WP equal to your level. You ignore Movement penalties from Conditions during this time. Additionally, each turn you take half damage from first Attack that would deal damage to you. Usable once per Rest. You gain additional uses at level 3, 6 and 8.
Details →Reckless Charge
Use a ½ Action to Move up to your Base Speed. If you come adjacent to an enemy, you may spend a Bonus Action to perform two Melee Strikes to opponents in range.
Details →After Resting for 8 hours, roll a d4. Receive non-healable Temporary Hitpoints equal to five times the roll. Add another die at level 5 and a third at level 8. The Hitpoints last until the next time you would roll this Talent again.
Details →After the Burn
When your Berserk ends, you recover WP equal to three times your FCS Bonus. You may benefit from this talent once per Rest.
Details →Spirit Strike
Use ½ Action to make a melee attack. On success, damage is converted to Nature Damage and you deal additional INT bonus Nature Damage. You also recover HP equal to INT bonus on hit.
Details →Sunder
Use 1 Action to make a Melee Strike against a single target. On hit, deal normal Melee damage and permanently reduce the target's Defense Rating by half your level (rounded down, minimum 1). This reduction does not stack - multiple applications do not reduce DR further.
Details →Level 2
While Berserk (or any Rage) is active, you ignore Difficult Terrain penalties that do not require special Movement Actions (Climb, Swim). Additionally when moving through enemy space, Roll a STR Check, enemy must succeed on a RES Save against your STR Check or be knocked prone. Enemies two sizes larger than you are unaffected.
Details →Full Berserk
When you activate Berserk or Rage, you may instantly make a Melee Attack as a Free Action. On subsequent rounds when Berserk or Rage is active and when you hit an enemy for the first time that round, you may make an Extra Melee Attack as a Free Action against that enemy, instantly after the first attack is resolved. Only works once per round.
Details →Combat Mobility
Once per round, when you kill an enemy, gain ½ Action to be used for Movement.
Details →Raging Fear
When you enter a Rage, enemies within 5 meters of you must succeed a FCS Save against 5 + your RES bonus or gain Fear(1). On success, they become immune to Fear caused by you.
Details →Rageburst
When Berserk, Blood Rage, Enduring Rage, or Ancestral Rage is active, use 1 Action to end your Rage immediately and release it as a devastating strike. Make a Melee Attack that deals double your Primary Damage dice plus your STR bonus. This ability cannot be used on the same turn Rage was activated.
Details →Descent to Ruin
Use 1 Action to make a Melee Strike. This attack deals additional damage equal to the total number of condition stacks currently affecting you, regardless of condition type. The more broken you are, the more devastating the blow.
Details →Level 3
Battle Trance
Use Full Action to fall into Battle Trance. You stop Berserk (or any Rage) and become immune to Fear and Mind Control effects. Battle Trance may be cancelled as Free Action during your turn. You may act normally on consecutive turns, spending 2 WP to maintain Battle Trance. In the start of third round active, you receive HP equal to 2 times your level.
Details →Level 4
Survival Instinct
When your HP drops below your RES bonus, gain temporary HP equal to RES Roll + bonus. Usable once per Rest.
Details →Finishing Blow
Use ½ Action to make a Melee Strike against a target you have already attacked this turn. For each attack that hit that target this turn before this one, this attack deals 5 additional damage. Must be the last attack made this turn.
Details →Level 6
Raging Purge
Use 1 Bonus Action to enter a Purging state until the start of your next turn. While active, any Rage dice you would roll instead heal you for the result rather than dealing damage. Cannot be activated while Overflowing Temper is active, and Overflowing Temper cannot be activated while this effect is active.
Details →Overflowing Temper
Use 1 Bonus Action to overwhelm your rage beyond its limits until the start of your next turn. Double your Rage dice and reroll any results of 1 or 2, keeping the new result. Cannot be activated while Raging Purge is active, and Raging Purge cannot be activated while this effect is active.
Details →Frantic Dread
When you are the source of a Fear condition on an enemy, your attacks against that enemy deal double damage. This bonus applies only to your own attacks.
Details →Level 8
Final Form
Choose either STR or AGI. Increase your bonus cap in that attribute by 2 and immediately gain 2 bonus in that attribute. These additional bonuses cannot exceed the new cap.
Details →When you are hit by a melee attack against which you did not use a Bonus Action to defend, you may spend a Bonus Action to strike back immediately. This counter attack deals damage equal to your Primary Damage die plus 1 additional damage for every 10 damage received from the triggering attack.
Details →Flogged March
When you receive damage from an Attack of Opportunity, gain 5 meters of additional movement for the current movement action.
Details →Incessant Drill
Once per Rest, when you fail an Athletics Check, you may choose to succeed instead. The success is treated as rolling exactly one above the threshold.
Details →Level 9
Of Blood and Bone
When activating your Pinnacle ability, you may pay its WP cost in HP instead. All other costs and requirements remain unchanged. HP spent this way triggers any thresholds or conditions as normal.
Details →