Difference between revisions of "Berserker"

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When an enemy attacks you or your allies and deals damage, you must spend a [[Fate point]] or fly into an adrenaline-induced violent frenzy.  You remain Berserk for a number of rounds equal to your (temporarily enhanced) Endurance score, or until all enemies are disabled (whichever comes first).
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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.
  
In your rage, you MUST engage in combat; you may not use an item unless it has a direct offensive capability, and you may not under any circumstances back down, surrender, or flee.  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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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 you may not under any circumstances back down, surrender, or flee.  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.
 
==Incompatible with==
 
==Incompatible with==
 
* Perspective
 
* Perspective
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You gain a +2 bonus to your [[Muscle]] (and thus Attacks rolls) and [[Endurance]] (even past your normal racial limits) while Berserk, however you take a -4 penalty to your [[Defense Roll|Defense Rolls]].  You must make a [[Self-Control]] check of 25 to voluntarily calm down.  Once drained or calmed down, for two entire hours, you cannot go Berserk and you take a -4 to do anything physical, as the process has exhausted your body.   
 
You gain a +2 bonus to your [[Muscle]] (and thus Attacks rolls) and [[Endurance]] (even past your normal racial limits) while Berserk, however you take a -4 penalty to your [[Defense Roll|Defense Rolls]].  You must make a [[Self-Control]] check of 25 to voluntarily calm down.  Once drained or calmed down, for two entire hours, you cannot go Berserk and you take a -4 to do anything physical, as the process has exhausted your body.   
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===2. BLOODBATH===
 
===2. BLOODBATH===
 
2 points
 
2 points

Revision as of 20:44, 5 March 2009

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.

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 you may not under any circumstances back down, surrender, or flee. 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.

Incompatible with

  • Perspective

Ranks

1. BLOODLUST

1 point

You gain a +2 bonus to your Muscle (and thus Attacks rolls) and Endurance (even past your normal racial limits) while Berserk, however you take a -4 penalty to your Defense Rolls. You must make a Self-Control check of 25 to voluntarily calm down. Once drained or calmed down, for two entire hours, you cannot go Berserk and you take a -4 to do anything physical, as the process has exhausted your body.

2. BLOODBATH

2 points

You further gain an additional +2 to your Muscle and Endurance while Berserk. You must make a Self-Control check of 30 to voluntarily calm down. You take a -5 on any Insight, Intellect, or Cunning related check. You cannot do anything that requires patience or concentration. You cannot use ranged attacks. Even if tired, you have the option of going Berserk again, but your penalties afterwards double.

3. CARNAGE

4 points

Some think allies with Carnage are a liability. While going Berserk, you gain an additional +2 to your Muscle and Endurance, as well as 2 extra Action Points. You now cannot voluntarily calm down, save with a stern influence roll from your allies. You are unable to speak in this state, except for guttural screams and growls. You take a -10 to any Insight, Intellect, or Cunning related check. While Berserk, you attack ANY beings you see, going first for the greatest threat to you. You must make a Self-Control check of 25 plus 1 for every round already Berserk to avoid attacking an ally or bystander. Once you engage an enemy, you must attack it exclusively until it is dead (unless the enemy puts itself out of your reach).

4. SLAUGHTER

7 points

You gain a further +2 to Muscle and Endurance while Berserk, as well as a further additional 2 Action Points (for a total of 4). You are incapable of using any mental-based skill, as rage has eclipsed your rational thought. You must now make a Self-Control check of 30 + 2 for every round already Berserk to avoid attacking an ally or bystander. On the bright side, your period of being tired is halved to one hour.

5. MASSACRE

11 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 a further +2 to Muscle and Endurance while Berserk. You have no concept of ally or bystander, so a roll to avoid attacking them is denied. 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).