(Character Name)
Level 5
Class
Berserker
Primary Stats
Strength - 7/10
Perception - 1/10
Endurance - 4/10
Charisma - -1/10
Intelligence - 2/10
Agility - 1/10
Luck - 1/10
Willpower - 1/10
FATIGUE - 15
RECOVERY - 0.5
Skills
Engineering(Int) - 5/100
Lore (Int) - 5/100
First Aid(Int) - 5/100
Intuition(Int) - 5/100
Dicipline (WP) - 5/100
Charm(Cha) - 0/100
Guile(Cha) - 0/100
Resilience(End) - 15/100
Athletics(Str) - 35/100
Intimidate(Str) - 35/100
Stealth(AG) - 5/100
Skulduggery(AG) - 5/100
Weapon Skills
(Melee)
One-handed Swords (STR) (AG) 20/100
One-Handed Axes (STR) (AG) 20/100
One-Handed Hammer (STR) (AG) 20/100
Two-handed Swords (STR) 35/100
Two-handed Axes (STR) 35/100
Two-Handed Hammer (STR) 35/100
Daggers (AG) 5/100
Staffs (AG) 5/100
Shields (STR) 35/100
(Ranged)
Bows (AG) (PER) 5/100
Muskets (AG) (PER) 5/100
Equipment
Old wooden staff - 1AT
Greatclub - 5AT - 1.200 KG
Copper/brass Chestpiece - 7DT - 4.450 KG
Leather Bracelet - 3DT - 0.500 KG
Sharp Battleaxe - 9AT - 1.450 KG
Steel Spear - 7AT - 1.000 KG
Longbow - 6AT - 0.400 KG
Rediculously Heavy Mace - 10AT - 1.250 KG
Abilities
Level 2: Blood Rage - Upon taking damage, it is Tarsh's duty to enter a frenzy attacking everything, friend or foe'. This allows him to ignore pain for a short duration. -1 Perception Blood rage lasts a short duration (4 turns)
Level 3 -Ogres Fury: While active, this ability grants, the user, to empower themselves, and gain two strength, but at the cost of mobility, losing one agility, and costing 5ft lasts three turns.
Level 4 - Fearful gaze: Lasts one turn, users must roll their fatigue level, and the higher the better, depending on the roll, they may be stunned for 1 turn, costs 6ft.
Level 5 - Charge - Tarsh charges an target. His follow up attack becomes extra powerfull due' to the momentum of his attack. Costs 10FT
Level 5
Class
Berserker
Primary Stats
Strength - 7/10
Perception - 1/10
Endurance - 4/10
Charisma - -1/10
Intelligence - 2/10
Agility - 1/10
Luck - 1/10
Willpower - 1/10
FATIGUE - 15
RECOVERY - 0.5
Skills
Engineering(Int) - 5/100
Lore (Int) - 5/100
First Aid(Int) - 5/100
Intuition(Int) - 5/100
Dicipline (WP) - 5/100
Charm(Cha) - 0/100
Guile(Cha) - 0/100
Resilience(End) - 15/100
Athletics(Str) - 35/100
Intimidate(Str) - 35/100
Stealth(AG) - 5/100
Skulduggery(AG) - 5/100
Weapon Skills
(Melee)
One-handed Swords (STR) (AG) 20/100
One-Handed Axes (STR) (AG) 20/100
One-Handed Hammer (STR) (AG) 20/100
Two-handed Swords (STR) 35/100
Two-handed Axes (STR) 35/100
Two-Handed Hammer (STR) 35/100
Daggers (AG) 5/100
Staffs (AG) 5/100
Shields (STR) 35/100
(Ranged)
Bows (AG) (PER) 5/100
Muskets (AG) (PER) 5/100
Equipment
Old wooden staff - 1AT
Greatclub - 5AT - 1.200 KG
Copper/brass Chestpiece - 7DT - 4.450 KG
Leather Bracelet - 3DT - 0.500 KG
Sharp Battleaxe - 9AT - 1.450 KG
Steel Spear - 7AT - 1.000 KG
Longbow - 6AT - 0.400 KG
Rediculously Heavy Mace - 10AT - 1.250 KG
Abilities
Level 2: Blood Rage - Upon taking damage, it is Tarsh's duty to enter a frenzy attacking everything, friend or foe'. This allows him to ignore pain for a short duration. -1 Perception Blood rage lasts a short duration (4 turns)
Level 3 -Ogres Fury: While active, this ability grants, the user, to empower themselves, and gain two strength, but at the cost of mobility, losing one agility, and costing 5ft lasts three turns.
Level 4 - Fearful gaze: Lasts one turn, users must roll their fatigue level, and the higher the better, depending on the roll, they may be stunned for 1 turn, costs 6ft.
Level 5 - Charge - Tarsh charges an target. His follow up attack becomes extra powerfull due' to the momentum of his attack. Costs 10FT