New physical adept power

Berserk

Cost : 6 points

The berserker gets berserk if happens an event making him furious or if (s)he or one of the people he is attached to is physically harmed (Moderate wound or higher) and that the source of the wound is present and active (an enemy attacking, a sentry weapon), but not in case of an involuntary wound due to a fall or a clumsiness e.g., or a will not oriented against the character (if the character involuntarily cuts self or one of his (her) friends with a knife, etc.). In case berserk risks to be triggered, (s)he can attempt to resist to the berserk by making a Willpower (10) test. If (s)he successes, (s)he controls self, but must keep controlling self for 5 turns divided by the number of successes, and cannot do anything else during these turns. If (s)he is wounded (even lightly) or irritated by anything while in these concentration turns, the berserk floods the character without any possibility of avoiding it.

The berserker can get berserk voluntarily by succeeding at a Willpower test :

TN = 12 if (s)he's calm and relaxed

TN = 10 if (s)he's in a normal state

TN = 8 if the atmosphere is somehow tensed

TN = 6 if (s)he's irritated

TN = 4 if (s)he's annoyed, or senses an imminent danger

TN = 2 if him (her) or someone (s)he's attached to is wounded (moderate wound or even light wound) or is attacked, or if (s)he's exasperated

In berserk mode, all the mental attributes of the character fall to 0 (yes, zero). All his (her) physicals attributes are multiplied by two (or reach at least 8). His (her) reaction becomes equal to his (her) Quickness/2 + 10. What's more, (s)he gets the running and leaping concentrations of the Athletics skill at a level of 14, and the hand to hand and melee combat skills at a level of 12. If the character ever knows these skills in normal time, their level reach the one indicated above augmented by half the level of the skill the character possesses.

The berserk mode lasts until there is nothing potentially dangerous for the character, that is, almost nothing alive in his (her) LOS (even a friend with a weapon is a threat for the berserker). (S)he will attack first everything openly dangerous or attacking, then everything which is alive, including friends or allies.

His (her) friends can try to reason the berserker. With a Charisma (6) roll, and if the berserker is listening (and not eating the leg of his enemy e.g.), each success permits the berserker to regain one Willpower point for the turn, and can never exceed the original Willpower of the berserker. (S)he can then try a Willpower (9) test. If (s)he succeeds, he manages to exit berserk, but won't be able to recall berserk before 20 turns have past. If the berserker is in berserk state for more than 3 minutes, he will start to definitively lose 1 point of Intelligence per additional minute. His racial maximum will also be modified in this manner. This reflects the irreversible damages done to the brain due to lack of oxygen normally irrigating it.

As soon as the berserk ceases, the character must resist to damage of code [(number of turns spent in berserk mode)/2]D2. It's the shock due to feedback. While in berserk, only the cortex is irrigated in blood to coordinate the reflexes of the 31 spinal nerves and provide the needed energy afflux in the muscles. To bring such a colossal energy, the blood stream REVERSES ITSELF (!!) and this leads to a series of chemical and biological reactions at the level of the cells and the generation of ATP (Adenosine Triphosphate) which increases their reaction speed. What's more, this rupture with consciousness permits the astral energies to pass more freely trough the body, without suffering the modeling by the human mind, and takes the berserker close to a state of an E.S.P., but of course unable to control his (her) powers, which traduces by physicals augmentations and implicit diverse knowledges linked to the environment. All the body is in "racing" mode. When back to normal state, the body takes all the consequences of these modifications.

Kor-Skarn (homepage http://www.oocities.org/TimesSquare/Corridor/5488/). E-mail at Vehuia@yahoo.com. Posted on 01/02/99