In many ways the Fury system is the counter point to the Vigor system of combat. Those utilizing the Fury system in combat thrive on battle and through the infliction of pain and bloodshed, both on themselves and on others, they gain a trackable resource called Fury points, or simply Fury. This Fury can then be unleashed in a variety of power and useful attacks and maneuvers. The longer a battle draws on the deadlier Fury classes become, shrugging off fatigue and battling on almost indefinitely as they give themselves over to their bloodlust.

Fury Points


Fury points are an expendable resource, however there is a limit on how much Fury a character can generate. At any given level, the Fury maximum is calculated using the following formula:

FURY MAX = STAMINA x [LEVEL/10 x LOG(LEVEL+2)]
(Full Class gets +0.5/level on top of this formula)

NOTE: see your Class Codex for a simplified calculation per level for your specific Class

The character starts each battle with no Fury whatsoever. Fury is generated by both dealing and receiving damage. For each successful attack (meaning one that not only hits but also does any amount of damage, often referred to as 'wounding') one Fury is generated. For critical hits this number is increased to two. If the attack was made with a two-handed weapon, then the Fury generation is doubled, including if it was a critical hit (therefore resulting in four Fury generated). Note that area of effect abilities does not generate separate amounts of Fury for each target wounded, unless the ability specifies that there is a separate hit roll for each target. The exception to this is killing blows. Killing blows generate an additional one Fury for every target slain by the fury class (which is never doubled or increased in any way). When dealing damage to generate Fury, keep in mind that unless otherwise specified, only physical attacks can generate Fury (this can include ranged physical attacks, however).

There is no restriction to Fury gain when receiving damage as any type of damage inflicted on the character will cause it to gain fury. The amount of Fury gained from taking damage is the same as outlined above for inflicting damage (with the exception of killing blows). In some cases, characters may choose to use self-inflicted wounds to generate Fury. There are a broad range of reactions to such practices, all at the discretion of the GM.


  • Barbarian w/ Hulk Class Synergy gains an additional +1 Fury whenever they are causing damage
  • Shamans and Zealots gain Fury for offensive casting due to their respective class Synergies

Fury Decay

Because Fury is based upon dealing and taking damage, if neither of these things happen for more than one round in a row Fury will begin to decay as follows:
  • after one round of no combat related instants/action, no Fury decay
  • after two rounds of no combat related instants/action, current Fury is cut in half
  • after three rounds of no combat related instants/action, all Fury is lost
This only applies to rounds where the Fury Class is in control of their character, therefore things like critical misses, stuns, or other CC effects don't cause Fury Decay.

At the end of a battle, current Fury immediately decays to half, and unless another battle immediately follows within 2 minutes (in-game time), all Fury is lost.

Learning New Fury Abilities


Fury classes gain two new abilities each level, up to level 10. After level 10 they gain only one new ability each level. When choosing new abilities, they must be equal to or less than current level of the character. As most new characters start at level one, any new Fury class character would select two level one abilities to start with. This is the only time under normal circumstances that learning new abilities does not require training.

Fury classes cannot learn a previously unknown ability (i.e. Berserker Strike) unless they are taught by an Combat Trainer that knows the corresponding ability. If the Fury Class has lv3 of the Combat Trainer Secondary Skill, they can self-teach new abilities. If upgrading an already known ability (which is any ability with a per-requisite listed) then no trainer is required and the ability can be learned immediately (i.e. upgrading Berserker Strike into Improved Berserker Strike). This represents a Fury class honing their abilities rather than actually learning a new ability.

Eligible combat trainers for Fury classes can be found in most major settlements outside of so called civilized cultures. The going rate for learning a new Fury ability is 14 gold; however, this cost is usually waived if the ability is taught by a guild or other such organization (i.e. a war chief training a member of his warband). In some role-playing specific instances it may also be reasonable to assume that an ability is taught at no cost (i.e. a father teaching his son or a famous warlord passing on a ability to his young protégé).

List of Fury Abilities


All Fury classes always have access to "Enraging Shout" by default, and it does not count towards the ability per level maximum

Fury Skill Cards PROTOTYPE


The following file contains a print & play PDF of all Fury abilities. This is a prototype deck and is subject to change at any time. When the text or rules on a Fury skill card contradict the list above, the list above is taken as correct.