With each hit you score in a battle, you build up a pool of frenzy dice. You add these dice to damage, but you can also expend them to fuel your powers or heal yourself.
You start each battle with zero frenzy dice. Whenever you hit with a melee attack or a thrown weapon ranged attack, you gain frenzy dice at the end of that turn. Only the first hit counts, multiple hits in one turn still only grant you frenzy dice once.
At first level, you gain a single d4. The die increases by one step each level, as per the level progression table. At 5th level, you gain two dice, and at 8th level, three.
The frenzy dice you gain are added to your frenzy pool. You can keep adding frenzy dice until you reach the maximum, which is three times the dice you gain per hit. When an attack or power uses your current frenzy dice, the pool is referred to as FRENZY (similar to WEAPON for your weapon damage dice). Most importantly, you add FRENZY to damage when you hit with a basic melee attack. Using FRENZY does not expend the dice; they remain in your pool.
However, there are two uses that expend your frenzy dice. One is to pay the cost of your frenzy powers, the other is your Frenzied Healing
At the end of your turn, before discarding frenzy dice above maximum, you can expend any number of frenzy dice to heal yourself. Roll these dice to determine how many hit points you heal.
The first time you use this ability in a battle, you must spend a recovery without making a recovery roll.
Champion Feat: When an attack reduces you below zero hit points, you can use Frenzied Healing as an interrupt action to heal back up from zero hit points. You have to expend your entire frenzy pool if you do so.
Increase the damage die of heavy two-handed melee weapons to d12.
Adventurer feat: When wielding a two-handed melee weapon, gain a +1 bonus to hit against large and huge monsters.
Champion feat: When wielding a two-handed melee weapon, gain a +2 bonus to your critical threat range against large and huge monsters.
Epic feat: When wielding a two-handed melee weapon, deal triple damage on a critical hit against large and huge monsters.
You gain a bonus frenzy power. You can choose a power that is two levels higher than your current level. Note that there are no powers higher than 9th level.
Adventurer feat: Once per scene, you can turn to your ancestors for guidance when making a skill check. Roll a d6. If the result is even, add it to your roll.
Champion feat: Once per battle, the spirits can guide your blade when making an attack. Roll a d6. If the result is even, add it to the roll.
Epic feat: Whenever you make a death save, roll a d6. If it is even, add it to the roll.