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.
 
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|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 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. 
 +
 
 +
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
Line 8: Line 10:
 
1 point
 
1 point
  
You gain a +2 bonus to your [[Muscle]] (and thus Attacks rolls) and [[Endurance]] (even past your normal racial limits). Once drained or calmed down, for two entire hours, you cannot go Berserk and you take a -2 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).  You also receive a +2 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.   
  
 
===2. BLOODBATH===
 
===2. BLOODBATH===
 
2 points
 
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 attacksEven if tired, you have the option of going Berserk again, but your penalties afterwards double.
+
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.   
  
 
===3. CARNAGE===
 
===3. CARNAGE===
 
4 points
 
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).
+
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).
  
 
===4. SLAUGHTER===
 
===4. SLAUGHTER===
 
7 points
 
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 bystanderOn the bright side, your period of being tired is halved to one hour.
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+8 [[Muscle]], [[Endurance]], [[Athletics]], and [[Intimidate]].  You take a -4 to physical tasks for four hours after your frenzy has subsided.   
  
 
===5. MASSACRE===
 
===5. MASSACRE===
 
11 points
 
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).
+
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).
  
 
{{SP Navigation}}
 
{{SP Navigation}}
 
[[Category:Fuck I Hope The Bad Guy Doesnt Have This]]
 
[[Category:Fuck I Hope The Bad Guy Doesnt Have This]]

Revision as of 21:17, 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 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.

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). You also receive a +2 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.

2. BLOODBATH

2 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.

3. CARNAGE

4 points

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).

4. SLAUGHTER

7 points

+8 Muscle, Endurance, Athletics, and Intimidate. You take a -4 to physical tasks for four hours after your frenzy has subsided.

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 +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).