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 [[Self-Control]] + [[Focus]] 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 may also voluntarily fail the 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.
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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 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.
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You will attack combatants hostile to you first, followed by whoever 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 Self-Control check. Allies can attempt to placate you using either a Leadership or Negotiate check against a DL of 18.
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Each time you end a Berserk frenzy, you move one place down the Condition Track as the process has exhausted your body. As is normal for impaired Condition, the penalties go away once the character has rested.
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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.
 
==Incompatible with==
 
==Incompatible with==
 
* Perspective
 
* Perspective
 
==Ranks==
 
==Ranks==
=== 1. BLOODLUST ===
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=== 1. Bloodlust ===
 
4 points
 
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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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 [[Intimidate]] and [[Fear Saves]].  
  
 
===2. BLOODBATH===
 
===2. BLOODBATH===
 
4 points
 
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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Your bonuses while frenzied are: +4 to [[Muscle]] and [[Endurance]], as well as +2 to [[Intimidate]] and [[Fear Save]].
  
 
===3. CARNAGE===
 
===3. CARNAGE===
 
4 points
 
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).
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Some think allies with Carnage are a liability.  While going Berserk your bonuses are: +6 to [[Muscle]] and [[Endurance]], as well as +3 to [[Intimidate]] and [[Fear Save]].  You are unable to speak in your Berserk state, except for guttural screams and growls.
 
 
 
===4. SLAUGHTER===
 
===4. SLAUGHTER===
 
4 points
 
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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+8 to [[Muscle]] and [[Endurance]], as well as +4 to [[Intimidate]] and [[Fear Save]].
  
 
===5. MASSACRE===
 
===5. MASSACRE===
 
4 points
 
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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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]] and [[Endurance]], as well as +5 to [[Intimidate]] and [[Fear Save]]. 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 21:16, 18 April 2010

When an enemy attacks you and deals damage, you must make a Self-Control + Focus 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 may also voluntarily fail the 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 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 or augmented by your frenzy.

You will attack combatants hostile to you first, followed by whoever 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 Self-Control 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 Condition 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.

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 Intimidate and Fear Saves.

2. BLOODBATH

4 points

Your bonuses while frenzied are: +4 to Muscle and Endurance, as well as +2 to Intimidate and Fear Save.

3. CARNAGE

4 points

Some think allies with Carnage are a liability. While going Berserk your bonuses are: +6 to Muscle and Endurance, as well as +3 to Intimidate and Fear Save. You are unable to speak in your Berserk state, except for guttural screams and growls.

4. SLAUGHTER

4 points

+8 to Muscle and Endurance, as well as +4 to Intimidate and Fear Save.

5. MASSACRE

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 and Endurance, as well as +5 to Intimidate and Fear Save. 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).