1st-Level Frenzies

Blood Frenzy
Recharge 16+ after battle
Effect: While under the effect of this Frenzy, you gain temporary hit points equal to your Tempo Rating whenever you hit an enemy.

Burn Out – Blood Spatter:
Melee Attack
Target: 1 engaged enemy
Attack: Strength + Level vs AC
Hit: Weapon Damage + Strength and you may immediately use a Recovery.
Miss: Half damage

Adventurer Feat: Blood Spatter also inflicts ongoing damage equal to your level (save ends).
Champion Feat: Blood Frenzy now gives temporary hit points equal to twice your Tempo Rating on hit.
Epic Feat: Blood Frenzy now gives temporary hit points equal to three times your Tempo Rating on hit.

Claws of the Fury
Recharge 12+ after battle
Effect: While under the effect of this Frenzy, you may reroll a missed melee basic attack once per turn. If you are dual-wielding, gain an additional +2 bonus to hit on the reroll.

Burn Out – Threshing Talons:
Melee Attack
Target: 1 engaged enemy
Attack: Strength + Level vs AC
Hit: Weapon Damage
Miss: –
Special: If you hit with Threshing Talons, you may make another Threshing Talons attack against the same target. Repeated hits can mean a continual chain of attacks, to a maximum of current Tempo Rating bonus attacks. If the original target dies, any further bonus attacks are wasted.

Adventurer Feat:
 The Recharge for Claws of the Fury is reduced to 10+.

Champion Feat: If the original target of Threshing Talons dies, you may now continue your attacks against another engaged enemy.

Enduring Hatred
Recharge 12+ after battle
Effect: While under the effect of this Frenzy, you gain an additional +1 to AC and PD.

Burn Out – Undying Hatred:
Quick Action
Special: Until the beginning of your next turn, you gain Resistance (Physical) 16+ against a number of attacks equal to current Tempo Rating.

Adventurer Feat: The Recharge for Enduring Hatred is reduced to 10+.
Champion Feat: Choose one elemental damage type from cold, fire, lightning or thunder; Undying Hatred also provides Resistance 16+ against that damage type.

Rage of the Reaver
Recharge 16+ after battle
Effect: While under the effect of this Frenzy, your basic melee attacks target 1d2 engaged enemies rather than just 1.

Burn Out – Bane of Armies:
Melee Attack
Target: Tempo Rating engaged enemies
Attack: Strength + Level vs AC
Hit: Weapon Damage
Miss: Half Damage
Special: Gain a bonus equal to Tempo Rating to the attack and damage rolls against mooks.

Epic Feat: Your basic melee attacks while in this Frenzy target 1d3 engaged enemies rather than 1d2.

Wolf's Frenzied Hunt
Recharge 16+ after battle
Effect: While under the effect of this Frenzy, you gain a +2 bonus to attack rolls when attacking any enemy who is also engaged with one of your allies.

Burn Out – Weaken the Prey:
Melee Attack
Target: 1 engaged enemy
Attack: Strength + Level vs PD
Hit: Ongoing damage equal to twice your Strength (triple at Champion, quadruple at Epic), save ends.
Miss: –
Special: All your allies gain a bonus equal to Tempo Rating to the first of their attacks against the target before the beginning of your next turn.

War-Dance of Smouldering Embers
Recharge 16+ after battle
Effect: While under the effect of this Frenzy, your basic melee attacks inflict an additional 1d4 fire damage (1d6 at Champion, 1d8 at Epic).

Burn Out – Blazing Roar of Rage
Close-Quarters Spell
Target: 1d4 nearby enemies in a group
Attack: Wisdom + Level vs PD
Hit: Tempo Rating x 1d6 fire damage
Miss: Half damage
3rd level: Tempo Rating x 1d8
5th level: Tempo Rating x 1d10
7th level: Tempo Rating x 2d6
9th level: Tempo Rating x 3d6

Champion Feat: Blazing Roar of Rage now targets 2d4 enemies in a group.

3rd-Level Frenzies

Dance of the Desert Sands
Recharge 16+ after battle
Effect: While under the effect of this Frenzy, you gain an additional +5 bonus to Disengage checks and a +2 bonus to AC against opportunity attacks.

Burn Out – Desert Wind:
Free Action
Special: You may automatically disengage and avoid interception from up to Tempo Rating enemies this round.

Adventurer Feat: If fighting in a desert or sandy environment when under the effects of this Frenzy, gain an additional +1 PD for the Frenzy's duration.
Champion Feat: Once per day, when you disengage or avoid interception with Desert Wind, the engaging or intercepting enemy becomes Confused for 1 round.

Frenzy of the Merciless Jaguar
Recharge 16+ after battle
Effect: While under the effect of this Frenzy, you gain +1d6 damage (+1d8 at Champion, +1d10 at Epic) against enemies who have no allies nearby or closer. Additionally, Frenzy of the Merciless Jaguar is silent.

Burn Out – Pouncing Jaguar:
Melee Attack
Target: 1 engaged enemy
Attack: Strength + Level vs AC
Hit: Weapon damage + Strength + (Tempo Rating x d6) (d8 at Champion, d10 at Epic)
Miss: Half damage
Special: Pouncing Jaguar can only be used if you used a move action to engage the enemy this turn, and the enemy must be unaware of your presence.

Frenzy of Rending Teeth
Recharge 16+ after battle
Effect: While under the effect of this Frenzy, enemies who attempt to disengage from you suffer a -5 penalty, and you gain a +2 bonus to hit on any opportunity attacks that enemies trigger.

Burn Out – Maul and Tear:
Melee Attack
Target: 1 engaged enemy
Attack: Strength + Level vs AC
Hit: Weapon damage and the target is stuck for Tempo Rating rounds, or until you move away from them.
Miss: –

Adventurer Feat: If an enemy attempts to disengage from you, it counts as a Tempo Builder for that round.

Winding Dance of the Serpent
Recharge 16+ after battle
Effect: While under the effect of this Frenzy, you gain a +2 bonus to AC against ranged attacks.

Burn Out – Flashing Fangs, Coiling Scales:
Melee Attack
Target: A number of engaged enemies equal to Tempo Rating
Attack: Wisdom + Level vs MD
Hit: The enemy is Confused for one round.

Adventurer Feat: 
Ranged attacks can no longer crit you when in this Frenzy.

Champion Feat: Ranged attacks against you count as Tempo Builders while in this Frenzy.

5th-Level Frenzies

Frenzy of the Woken Bear
Recharge 16+ after battle
Effect: You may only enter this Frenzy while Staggered. While under the effect of this Frenzy, when you are staggered you gain a +2 bonus to all attack rolls and reroll 1's on damage rolls; being hit by any enemy attack while in this Frenzy is a Tempo Builder. Critical hits from enemies do not deal any additional damage to you.

Burn Out – Crushing Blow:
Melee Attack
Target:
 1 engaged enemy

Attack: Strength + Level vs AC
Hit: Weapon damage + Strength
Miss: Half damage
Special: On a hit, any damage dice rolled on Crushing Blow that have a result equal to or below your Tempo Rating automatically count as rolling a result equal to your Tempo Rating +1 instead.

Champion Feat: If you are reduced to 0 hit points while under the effects of this Frenzy, you may immediately make an opportunity attack against one engaged enemy before you suffer the effects of the damage.

Howl of the North
Recharge 16+ after battle
Effect: 
While under the effect of this Frenzy, all enemies engaged with you suffer cold damage equal to twice your Wisdom each round (triple your Wisdom at epic).

Burn Out – Jaws of the Winter Wolf:
Melee Attack
Target: 1 engaged enemy
Attack: Strength + Level vs AC
Hit: 3d10 cold damage + 1d10 per Tempo Rating, and the target is stuck (save ends)
Miss: Half damage

Champion Feat: When you successfully hit with Jaws of the Winter Wolf, you may also grab them automatically (this is not a puny grab).
Epic Feat: Enemies grabbed with Jaws of the Winter Wolf take triple your Wisdom in cold damage each turn until they break free.

7th-Level Frenzies

Ashen Dance of the Phoenix
Recharge 16+ after battle
Effect: You may only enter this Frenzy while Staggered. While under the effect of this Frenzy, when you are Staggered you regenerate half your level in hit points (rounding up) every turn.

Burn Out – Blazing Resurgence:
Special: When you in this Frenzy and are reduced to 0 hit points or less, you may use this Burn Out as a reaction. You are immediately restored to your level x Tempo Rating in hit points – even if the injury you suffered would have killed you outright.

Fury of the Thunderous Horizon
Recharge 16+ after battle
Effect: While under the effect of this Frenzy, if you move in the same round that you attack then your basic melee attacks deal an additional d8 thunder damage (d10 at Epic).

Burn Out – Thunderstomp:
Melee Attack
Target: Tempo Rating engaged enemies
Attack: Strength + Level vs PD
Hit: No damage, but enemies are popped free and dazed for one round.
Miss: Enemies are dazed.

Champion Feat: You may use Thunderstomp as a reaction when an enemy moves next to you; should the triggering enemy be popped free by this attack then they are no longer engaged with you and will have to either move again or use a ranged attack.
Epic Feat: While under this Frenzy during a thunderstorm, you also deal an additional d10 Lightning damage. If actually struck by lightning during a thunderstorm, your Tempo is immediately set to +5.

Rage of the Rising Sun
Recharge 16+ after battle
Effect: While under the effect of this Frenzy, your maximum Tempo Rating increases from +5 to + (5 + Strength bonus). Shifting to any other Frenzy immediately reduces the maximum down to +5 again.

Burn Out – Zenith of Battle:
Quick Action
Special: When you use this Burn Out, the next person to make an attack adds your Tempo Rating at the time of the Burn Out to the Escalation Die score.

9th-Level Frenzies

Endless Hatred of the Avenger
Recharge 20+ after battle
Effect: When you enter this Frenzy, choose one enemy present. As long as the Frenzy lasts and that enemy is still standing, you may continue to move even if struck by an opportunity attack as long as it involves moving closer to the target. Furthermore you gain a +5 bonus to all saving throws against Conditions, and may throw off a single Condition for free at the beginning of your turn. Attacks made against you by the chosen target count as Tempo Builders.

Burn Out – Eye of Vengeance:
Melee Attack
Target: One engaged enemy
Attack: Strength + Level vs AC
Hit: Weapon damage + Tempo Rating x Strength and the enemy becomes Afraid (Save ends); you gain Resistance (All) against the target equal to 12 + Tempo Rating for 1 round.
Miss: Enemy becomes Afraid for 1 round.
Special: This attack may only be used against the Frenzy's chosen target.

Lunatic Frenzy
Recharge 20+ after battle
Effect: While under the effect of this Frenzy, your body twists and bulges as spiritual power overwhelms you, wrenching your form into a war-spasm of monstrous proportion. During this Frenzy you lose full control over your actions and will simply attack the nearest moving target until either you Burn Out, the Frenzy ends or there is nothing alive and moving within sight. Due to the power coursing through you, any attack rolls made by you or against you that are even increase your Strength score by +2 and any that are odd increase your Constitution by +2; critical hits increase both by +2. The effects of this stack to a maximum of twice your level in bonus, and are lost as soon as the Frenzy ends or your Tempo Rating is reduced after having reached +5. You cannot end a Lunatic Frenzy voluntarily.

Burn Out – Warp Spasm:
Quick Action
Special: You retain the benefits of any Strength and Constitution bonuses that you have accrued from Lunatic Frenzy until the end of the turn. For the rest of the turn, every time you Stagger an enemy or reduce them to 0 hit points, you may make an additional attack; if necessary, you may move to a Nearby enemy first before making this attack. Under the effects of Warp Spasm you are a hulking, terrifying monstrosity capable of felling a legion of men; the effects of this power will never be pretty.

Epic Feat: When you enter Lunatic Frenzy, you begin with +4 in bonuses to both Strength and Constitution.