Difference between revisions of "Berserker"

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When an enemy attacks you and deals damage, you must spend make a [[Self Control]] check or fly into an adrenaline-induced violent frenzy (you may spend a [[Fate]] point to avoid the frenzy and the Self Control check.  You remain Berserk for a number of rounds equal to your (temporarily enhanced) Endurance score, or until all enemies are disabled (whichever comes first). You may spend a [[Fate]] point to exit the Berserk frenzy.
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When an enemy attacks you and deals damage, you must make a [[Virtue]] check at a DL of 15 or fly into an adrenaline-induced violent frenzy. You may spend a [[Fate]] point to avoid the frenzy and the Virtue check, you may also voluntarily fail the check.  You remain Berserk for a number of rounds equal to your (temporarily enhanced) Endurance score, or until all combatants are disabled, whichever comes first. You may spend a [[Fate]] point to exit the Berserk frenzy.
  
In your rage, you MUST engage in combat; you may not use an item unless it has a direct offensive capability, you will always seek to close to melee range and may not use ranged attacks while there are melee opponents to fight, and you may not under any circumstances back down, surrender, or flee.  You take a -4 to any Skill checks that are not combat-oriented or augmented by your frenzy.
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In your rage, you ''must'' engage in combat; you may not use an item unless it has a direct offensive capability, you will always seek to advance to melee range, and may not use ranged attacks while there are melee opponents to fight. You may under ''no circumstances'' back down, surrender, or flee.  You take a −4 to any Skill checks that are not combat-oriented with the exception of those augmented by your frenzy (anything under [[Muscle]], [[Endurance]], or [[Courage]]).
  
Many other [[Trumps]] and [[Faults]] put a great strain on the Berserker character – in particular, [[Peacemaker|Peacemaker/Pacifist]] and [[Called]]. Such a character may have to go to great lengths to atone for his actions while gripped by rage.
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You will attack combatants hostile to you first, followed by whomever is at hand. Once you engage an enemy, you must attack it exclusively until it is dead (unless the enemy puts itself out of your reach). If there are no combatants left besides allies, you may make a second Virtue check. Allies can attempt to placate you using either a Leadership or Negotiate check against a DL of 18.
==Incompatible with==
 
* Perspective
 
==Ranks==
 
=== 1. BLOODLUST ===
 
4 points
 
  
You gain a +2 bonus to your [[Muscle]] (and thus Attacks rolls) and [[Endurance]] (even past your normal racial limits).  You also receive a +1 bonus to [[Athletics]] and [[Intimidate]]. Once drained or calmed down, for an hour, you cannot go Berserk and you take a -1 to do anything physical, as the process has exhausted your body.
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Each time you end a Berserk frenzy, you move one place down the [[Knockout Track]] as the process has exhausted your body. As is normal for impaired condition, the penalties go away once the character has rested.
  
===2. BLOODBATH===
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Many other [[Trumps]] and [[Faults]] put a great strain on the Berserker character — in particular, [[Peacemaker|Peacemaker/Pacifist]] and [[Called]].  Such a character may have to go to great lengths to atone for his actions while gripped by rage.
4 points
 
  
Your bonuses while frenzied are: +4 [[Muscle]], [[Endurance]], [[Athletics]], and [[Intimidate]].  You take a -2 penalty to physical tasks for two hours after your frenzy has subsided.
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The bonuses listed below can exceed your normal racial limits.
  
===3. CARNAGE===
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{{ #ifeq: {{NAMESPACE}}|Book||===Incompatible with===}}
4 points
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{{ #ifeq: {{NAMESPACE}}|Book|'''Incompatible with: ''' |}}[[Perspective]]
  
Some think allies with Carnage are a liability.  While going Berserk your bonuses are: +6 [[Muscle]], [[Endurance]], [[Athletics]], and [[Intimidate]].  You take a -3 penalty to physical tasks for three hours after your frenzy has subsided.  You are unable to speak in your Berserk state, except for guttural screams and growls.  Once you engage an enemy, you must attack it exclusively until it is dead (unless the enemy puts itself out of your reach).
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===Ranks===
 +
====1. Bloodlust====
 +
5 points
  
===4. SLAUGHTER===
+
You gain a +2 bonus to your [[Muscle]] (and thus Damage rolls), [[Endurance]] (and thus Guard rolls), and Courage.
4 points
 
  
+8 [[Muscle]], [[Endurance]], [[Athletics]], and [[Intimidate]]. You take a -4 to physical tasks for four hours after your frenzy has subsided. 
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====2. Bloodbath====
 +
5 points
  
===5. MASSACRE===
+
Your bonuses while frenzied are: +4 to Muscle, Endurance, and Courage.
4 points
 
  
A Berserker who can Massacre is a whispered nightmare among soldiers; a ruthless killing machine that stands on a mountain of corpses.  You gain +10 to [[Muscle]], [[Endurance]], [[Athletics]], and [[Intimidate]].  You take a -5 penalty to physical tasks for five hours after your frenzy has subsided. You can keep attacking even if reduced to 0 [[Health Points]] with the expenditure of a [[Fate point]].  Nothing short of the disintegration of your body or severing of all of your limbs can cease your rage (even without a head, your body will still wildly flail at the nearest target).
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====3. Carnage====
 +
5 points
 +
 
 +
Most think allies with Carnage are a liability.  While going Berserk your bonuses are: +6 to Muscle, Endurance, and Courage. You are unable to speak in your Berserk state, except for guttural screams and growls.
 +
====4. Slaughter====
 +
5 points
 +
 
 +
+8 to Muscle, Endurance, and Courage.
 +
 
 +
====5. Massacre====
 +
5 points
 +
 
 +
A Berserker who can Massacre is a whispered nightmare among soldiers; a ruthless killing machine that stands on a mountain of corpses.  You gain +10 to Muscle, Endurance, and Courage. You can keep attacking even if reduced to 0 [[Health Points]] with the expenditure of a [[Fate point]].  Nothing short of the disintegration of your body or severing of all of your limbs can cease your rage (even without a head, your body will still wildly flail at the nearest target).
  
 
{{SP Navigation}}
 
{{SP Navigation}}
 
[[Category:Fuck I Hope The Bad Guy Doesnt Have This]]
 
[[Category:Fuck I Hope The Bad Guy Doesnt Have This]]

Latest revision as of 00:14, 2 March 2017

When an enemy attacks you and deals damage, you must make a Virtue check at a DL of 15 or fly into an adrenaline-induced violent frenzy. You may spend a Fate point to avoid the frenzy and the Virtue check, you may also voluntarily fail the check. You remain Berserk for a number of rounds equal to your (temporarily enhanced) Endurance score, or until all combatants are disabled, whichever comes first. You may spend a Fate point to exit the Berserk frenzy.

In your rage, you must engage in combat; you may not use an item unless it has a direct offensive capability, you will always seek to advance to melee range, and may not use ranged attacks while there are melee opponents to fight. You may under no circumstances back down, surrender, or flee. You take a −4 to any Skill checks that are not combat-oriented with the exception of those augmented by your frenzy (anything under Muscle, Endurance, or Courage).

You will attack combatants hostile to you first, followed by whomever is at hand. Once you engage an enemy, you must attack it exclusively until it is dead (unless the enemy puts itself out of your reach). If there are no combatants left besides allies, you may make a second Virtue check. Allies can attempt to placate you using either a Leadership or Negotiate check against a DL of 18.

Each time you end a Berserk frenzy, you move one place down the Knockout Track as the process has exhausted your body. As is normal for impaired condition, the penalties go away once the character has rested.

Many other Trumps and Faults put a great strain on the Berserker character — in particular, Peacemaker/Pacifist and Called. Such a character may have to go to great lengths to atone for his actions while gripped by rage.

The bonuses listed below can exceed your normal racial limits.

Incompatible with

Perspective

Ranks

1. Bloodlust

5 points

You gain a +2 bonus to your Muscle (and thus Damage rolls), Endurance (and thus Guard rolls), and Courage.

2. Bloodbath

5 points

Your bonuses while frenzied are: +4 to Muscle, Endurance, and Courage.

3. Carnage

5 points

Most think allies with Carnage are a liability. While going Berserk your bonuses are: +6 to Muscle, Endurance, and Courage. You are unable to speak in your Berserk state, except for guttural screams and growls.

4. Slaughter

5 points

+8 to Muscle, Endurance, and Courage.

5. Massacre

5 points

A Berserker who can Massacre is a whispered nightmare among soldiers; a ruthless killing machine that stands on a mountain of corpses. You gain +10 to Muscle, Endurance, and Courage. You can keep attacking even if reduced to 0 Health Points with the expenditure of a Fate point. Nothing short of the disintegration of your body or severing of all of your limbs can cease your rage (even without a head, your body will still wildly flail at the nearest target).