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turning them into monsters like himself, under his control (these
transformations tend to be reversible, unlike his own).
Weakness:
Whenever Bertram takes damage in combat, he must make a Psyche
FEAT roll. The first and second time he takes damage, the FEAT must
be Green. The third time, it must be Yellow, and the fourth time, and
all other times after, the FEAT must be Red.
Failure of this FEAT reduces his Reason to Poor, and makes him bestial,
causing to rave about the evils of man as he goes almost completely
berserk. This state will last until he is subdued or until he escapes.