Berserkers are violent fighters that rely on a frenzy of blows to quickly rip apart an opponent. They use only small weapons that can be wielded in one hand (size 1-3, and up to 4 for Trolls) and armor with small initiative penalties (maximum 1). They consider shields a waist of a good weapon hand (so no shield allowed). Most Berserkers use axes because they feel more natural than the longer swords.
Berserkers usually find employment as mercenaries and assassins. They are usually violent in nature, but some, especially Elven Berserkers, are remarkably refined, leaving battle for the battle field.
Berserkers believe in the old adage "The best defense is a good offense." They learn to take apart foes quickly, and do not distract themselves by deflecting blows. They defend themselves by tempering their bodies before combat, and simply by besting their foes before they are seriously hurt. By their very nature, they are slightly self-destructive, assuming that the high strain of their abilities will bring quick victory, preventing more damage than they inflict.
Important Attributes: Dexterity, Willpower
Racial Restrictions: Obsidimen, and Windlings
Karma Ritual: The Berserker throws a piece of wood into the air. The Berserker attacks the object, throwing the larger pieces into the air with each blow. The ritual ends when the pieces are too small to be re-chopped; when the splinters hit the floor.
Artisan Skill: Weapon Runic Carving
FIRST CIRCLE
Talents
Acrobatic Strike
Air Dance
Karma Ritual
Melee Weapons (D)
Unarmed Combat
Wound Balance
SECOND CIRCLE
Talents
Battle Shout (D)
Durability (8/6)
Great Leap
THIRD CIRCLE
Talents
Fireblood
Throwing Weapons
FOURTH CIRCLE
Physical Defense: Increase the Berserker's Physical Defense by 1.
Talents
Follow-Up*
Rip Weaving (Thread Weaving) (D)
FIFTH CIRCLE
Recovery Tests: The Berserker's gains 1 additional Recovery Test per
day.
Talents
Second Weapon
Temper Self (D)
SIXTH CIRCLE
Karma: The Berserker may spend Karma on actions requiring Willpower
only.
Talents
Life Check
Tiger Spring
SEVENTH CIRCLE
Blood Song: May pay 2 permanent damage to get Blood Song. To use, concentrate
for 1 round chanting low, guttural sounds of Song. Blood Song magic increases
the first Attack and Damage tests by +3 steps next round.
Talents
Disarm
Down Strike
EIGHTH CIRCLE
Physical Defense: Increase the Berserker's Physical Defense by 1.
Talents
Lion Heart
Momentum Strike (D)
NINTH CIRCLE
Frenzy: May make additional Melee Weapons attacks in the same round
as a Melee Weapons attack for the cost of 4 strain per additional attack. This
ability may be a number of times equal to half the Berserker's Circle, rounded
down. Unarmed Combat may be used in place of Melee Weapons.
Talents
Cobra Strike
Critical Hit
Spot Armor Flaw
TENTH CIRCLE
Spell Defense: Increase the Berserker's Spell Defense by 1.
Social Defense: Increase the Berserker's Social Defense by 1.
Talents
Body Blade (D)
Champion Challenge
ELEVENTH CIRCLE
Initiative: Increase the Berserker's Initiative Step by 1.
Physical Defense: Increase the Berserker's Physical Defense by 1.
Talents
Quickblade (D)
Vitality
TWELFTH CIRCLE
Recovery Tests: The Berserker's gains 1 additional Recovery Test per
day.
Frenzy: Frenzy costs 3 strain per use.
Talents
Weaponbreaker
Whirlwind (D)
*Indicates a new talent, described below.
Follow-Up
Step Number: Rank + Dexterity Step | |
Action: No | Skill Use: Yes |
Karma: Yes | Strain: 2 |
Discipline Talent: None |
In order to use Follow-up, a character must have two weapons, one in each hand. OR have an empty hand. The weapon used for Follow-up Damage tests can be no larger than size 2. Any time the Berserker damages an opponent in Melee combat, he may make a Follow-up test against the opponent's Physical Defense. If successful, the character makes the damage test with the hand he did not damage the character with on the original damage test.
Follow-up cannot be used after damage caused by Follow-up. Note that Follow-up is instantaneous; it can be used before other talents such as Momentum Attack (and afterward, also, if damage was caused.) Follow-up, however, does not count as a Melee Attack, so you can't use a talent like Momentum attack because of Follow-up.
Follow-up was intended to work instantaneously upon damaging an opponent. It takes advantage of the moment they are stunned after the hit. It should work anytime you damage them in melee combat as a result of a deliberate action (You can't Follow-up falling off your horse should you hit a random Ork on the way down and damage him.) If should take place before all other ability tests and simultaneously with Knockdown test. (you can damage them with Follow-up before they fall). No Karma Die is rolled when using Follow-up
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