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TANTRUM—BERSERKER Melee Difficulty: Advanced

Being fearless and having a temper is usually not a good combination, but in Tantrum’s case, it’s perfect, so don’t let
his small stature fool you. He is a powder keg of Damage just waiting to be ignited. Tantrum’s primary ability lies in
controlling his anger and timing is essential. Managing his Rage properly will spell doom for the Baddies you face and
will possibly make him the most devastating Gearloc in the party. Work on increasing his Health to 5 or 6, then
improve his Dexterity to at least 4 so he can roll both Attack Dice and Skill Dice. Regarding the latter, consider Like a
Kobold to help you stay conscious longer, then work on Cripple or Way of the Wild to hamper your opponents. Once
you master managing his Rage, add Raaage and subsequently Raaaaage to increase his effectiveness.

Anger Control* Anger Healing* Anger Attack* Anger Management


Poison Defense Return Damage Super Shielding Ranged Damage
Intimidate Enemy Reduce Enemy Attack Stat Enemy Loses Skills Inspire/Enemy Loses Turn
Teleport Increase Your Attack Stat Hurt Me, Not Them Heal Self
*Non-Rolling Die

Innate: Tantrum starts with Skills #1: RAGE! (1.0); #8: Axe Collector (0); #16: Body Count (0).
Before every battle, place your RAGE! die in an Active slot with its die face set to 1.0.
Innate+1: In addition to his Rage benefits, Tantrum also ignores all Breakdown occurrences.

Backup Plan 1: Increase the value of your Active Rage Die (by 0.2).
Backup Plan 2: Decrease the value of your Active Rage Die (by 0.2).
Backup Plan 4: Increase the value of your Axe Collector Die to its maximum value of 3.
Backup Plan 5: Heal Tantrum for 4 HP.

These dice track your current Rage (only 1 of these 3 dice ever occupy an active slot).
Rage Progress Increase the current die value by 0.2 for each HP you lose for any reason. Also, increase
(A/Ctr) the die value by 0.2 every time you roll at least 1 attack die against a Baddie, regardless
of the result (limit once per turn).
You may exhaust this die any time during your turn to add the number of bones shown to
Rage Benefits
your Backup Plan. Once exhausted, Tantrum will be unable to gain Rage for the
(I)
remainder of the current battle.
You may exhaust this die any time during your turn to increase your Health by the
Rage Benefits number shown (up to your maximum). Once exhausted, Tantrum will be unable to
(I) advance to Tier 2 or 3 Rage for the remainder of the current battle. Immediately move
your RAGE! die to an Active slot and set it to 1.0.
You may exhaust this die any time during your turn to deal the amount of damage shown
Rage Benefits to your target. Once exhausted, Tantrum will be unable to advance to Tier 3 Rage for the
(I) remainder of the current battle. Immediately move your RAGE! die to an Active slot and
set it to 1.0.
Choose either to defeat 1 adjacent Baddie (1-point if Tier 1 or 5-point if Tier 2, 1, 5, or
20-point if Tier 3), or advance your Active Rage to the next Tier Rage Die, if unlocked
Execute/Advance
(i.e., advance from RAGE! 1.8 to RAAAGE! 2.0 or from RAAAGE! 2.8 to
(I)
RAAAAAGE! 3.0). You can advance in this way at any time during your turn, and you
do not have to attack or lose HP to do so.
Breakdown If the current Active Rage Die is displaying this Breakdown symbol at the end of your
(I) turn, immediately replace it with your RAGE! die, and set your Rage to 1.0.
Anger Increase or decrease your Active Rage Die by the number shown. You would want to
Management decrease your Active Rage Die if it is about to hit the Breakdown symbol, and you have
(I) not yet unlocked the next Tier Rage Die.
Advance Immediately exchange your Current Active Rage Die with the next Tier Rage Die (if
(I) unlocked), starting at 2.0 or 3.0.
Steal Axe
Add the number shown to your Axe Collector Die.
(I)
Use this die as part of a Dexterity Roll. You may then choose to place the die with the
Poison Armor current symbol in an active slot. If Poison Armor is in an active slot, when attacked and
(A) dealt Damage by an adjacent Baddie, you may choose to place a Poison Effect Die with
the number shown on that Baddie and then exhaust this die.
Use this die as part of a Dexterity Roll. You may then choose to place the die with the
Lashback current symbol in an active slot. If Lashback is in an active slot, when attacked and dealt
(A) Damage by an adjacent Baddie, you may choose to deal the amount of Damage shown on
this die to that Baddie in return and then exhaust this die.
Use this die as part of a Dexterity Roll. You may then choose to place the die with the
current symbol in an active slot. As long as Hardy is in an active slot, in any turn that
Hardy
your Health is reduced by 2 or more (either due to Damage or True Damage), you only
(A/Ctr)
reduce your Health by 1 (and increase your Rage Die by 0.2) instead. Countdown as
necessary at the start of Tantrum’s turn. When reduced to 0, the die is exhausted.
Drop Initiative At the end of the current round, move your target down on the Initiative Meter by the
(I) number of spots shown.
Attack Mods Adjust the Attack Stat of an adjacent Baddie by the number shown for the remainder of
(A/BA) the battle.
Place a Disable Effect die on any adjacent Baddie for the remainder of the battle if its
Disable
point value is equal to or less than the number shown. This can target a different Baddie
(I)
from that of your normal attack.
Reposition yourself to be adjacent to any Baddie on the Battle Mat. You may then select
Jump
a new target. (If rolled with attack dice, you can either attack current target and then
(I)
jump, or jump first, and attack the second target.)
Attack Mods Adjust your Attack Stat by the number shown for the remainder of the battle. If a blue
(A/BA) sword icon is visible, you can instantly make an Attack Stat Training Attempt.
Forces adjacent enemies to target Tantrum instead of another Gearloc adjacent to that
Taunt
enemy. Tantrum must exhaust this die to stop using the effect. (Once you roll this
(A)
symbol, you may place this die in an active slot.)
You do not roll this die. If 1 or higher, during your turn and once per turn, deal 2 damage
Axe Collector to a non-adjacent Baddie. (This is on top of your normal dexterity roll.) Countdown as
(Ctr) necessary. This die should never leave your player mat. It can be recharged to 3 Axes via
a Backup Plan or a Fortunate Discovery, or it can be increased via the Mimic profession.
Reusable Bones When used as part of a Backup Plan, this die does not have to be exhausted, but instead
(BP) can be returned to your player mat.
Party Inspire All Gearlocs move to the top of the Initiative Meter at the end of the current round
(I) (maintaining the current Gearloc order).
Disorient All Place a Stun Effect Die on all Baddies whose point value is equal to or less than the
(I) number shown.
Increase this die by 1 for every Baddie that you personally defeat with the killing blow.
Body Count During your turn, if Body Count is greater than 0, you may gain the number of HP shown
(Ctr) (up to maximum Health) and then reset the die back to 0. This die should never leave
your player mat. Fortunate Discovery Loot has no effect on this die.

I Use Instantly
A Active Slot
BA Place die on Baddie (active)
BP Backup Plan
Ctr Counter

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