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  • Cosm: Aysle

Though most denizens of Aysle ally to the Light or Darkness, there are those who hew a different path. The barbarians of the cold reaches, some of the sea-raiders who didn’t ally with Uthorion, and even wild elves and rogue dwarves may “Walk the Gray.“ The rest of Aysle call these the Outsiders.

 

Berserk

  • Prereq: Spirit 8+

Some warriors become so enraged in the heat of combat they often become a danger to their own allies—and a cyclone of death to their foes!
When a Berserker suffers a Wound, she automatically becomes enraged. She charges the nearest enemy regardless of danger and engages in hand-to-hand combat.

For the rest of the encounter, the warrior adds her Wound penalties to her melee weapons or unarmed combat damage. If she takes Shock in excess of her limit, she doesn’t fall immediately but instead makes a Spirit roll at the start of each turn thereafter. If a test fails, she’s KO’ed as usual. If the test succeeds she fights on, rolling again at the start of each turn. A Berserker can stop testing Spirit if Shock is restored.

A Berserker is dangerous to her own, however. If she rolls a Mishap on a melee weapons or unarmed combat test (and the GM decides it’s possible), she hits an ally for her normal damage plus one bonus die. The Game Master can choose the target that makes the most sense or select one randomly if the situation is unclear.

Magic Resistance

  • Prereq: The character may not have the Spellcaster Perk.

Though many Outsiders embrace and use magic themselves, some reject it and eventually become resistant. Magical spells suffer a –2 penalty when cast against a character with Magic Resistance. This includes friendly spells as well! Miracles and psionic powers are unaffected by this Perk.