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 until you are [[Stamina]] drained, or until all enemies are disabled (whichever comes first). You should calculate [[Stamina]] drain using the temporarily enhanced [[Endurance]] score.
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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, 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.
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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]]).
==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 Roll|Defense Rolls]].  You must make a [[Self-Control]] check of 25 to voluntarily calm down.  Once [[Stamina-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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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.
===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.
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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.
  
===3. CARNAGE===
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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
 
  
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).
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The bonuses listed below can exceed your normal racial limits.
  
===4. SLAUGHTER===
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{{ #ifeq: {{NAMESPACE}}|Book||===Incompatible with===}}
7 points
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{{ #ifeq: {{NAMESPACE}}|Book|'''Incompatible with: ''' |}}[[Perspective]]
  
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.
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===Ranks===
 +
====1. Bloodlust====
 +
5 points
  
===5. MASSACRE===
+
You gain a +2 bonus to your [[Muscle]] (and thus Damage rolls), [[Endurance]] (and thus Guard rolls), and Courage.
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).
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====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.
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====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).