Berserker
Within the heart of the Berserker lies a deep and unquenchable rage, a power that can be tapped to transform the warrior into an unstoppable force on the battlefield. Ancestral spirits guide the Berserker's path through wild places, healing wounds and giving insight while spirits of nature grant power to each strike, allowing the Berserker to tear through enemies like a reaper threshing wheat.
What drives the rage within you? Who is your enemy? Where do you find peace?
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Key Ability
Start with this ability and one rank in a Schema of your choosing.
Rage
Perk
You accumulate points of Rage as the battle progresses. Rage can be spent any time you make a Combat roll to automatically gain 1 Bump for each Rage spent. Rage resets to 0 when you take a rest of any kind.
Select one of the following ways you acquire Rage and learn an additional way at Levels 5, 10, 15, and 20:
Perk
You accumulate points of Rage as the battle progresses. Rage can be spent any time you make a Combat roll to automatically gain 1 Bump for each Rage spent. Rage resets to 0 when you take a rest of any kind.
Select one of the following ways you acquire Rage and learn an additional way at Levels 5, 10, 15, and 20:
- Adrenaline Surge: Gain (Power)+1d6 Rage when combat begins.
- Pain: Roll (Power)d6 when you are damaged; for each die that Bumps, gain 1 Rage.
- Thrill of Battle: Gain a point of Rage when you hit with a weapon attack.
- Tribal Bond: Gain a point of Rage when an ally within 5 yards of you is damaged by an enemy.
- Untamed Spirit: Gain a point of Rage when an attack against you is resolved.
Berserker Schema
A Berserker draws their power from the natural world and may learn any Berserker or Primal Schema.
Bear Form
Minor Action - 1 Focus, 3+ Rage
Once per Scene, you may spend all your Rage (minimum 3) and take the form of an enormous raging bear (Large sized). You maintain this shape until the Scene ends or you end the effect as a Minor Action. Your gear is integrated into your new body and continues to provide its bonuses and effects. While in this form:
- You cannot speak or use items
- Increase Soak by 1 for each point of Rage spent taking this form
- Ignore one instance of Durability loss each round
- Increase Guard by 1 for each Rank you have in Bear Form
Minor Action - 1 Focus, 3+ Rage
Once per Scene, you may spend all your Rage (minimum 3) and take the form of an enormous raging bear (Large sized). You maintain this shape until the Scene ends or you end the effect as a Minor Action. Your gear is integrated into your new body and continues to provide its bonuses and effects. While in this form:
- You cannot speak or use items
- Increase Soak by 1 for each point of Rage spent taking this form
- Ignore one instance of Durability loss each round
- Increase Guard by 1 for each Rank you have in Bear Form
- Rank 2: Weapon attacks you make in Bear Form cause the target to Fixate on you until the start of your next turn.
- Rank 3: Gain (Level x2) Temporary HP when you take this form.
- Rank 4: Ignore two instances of Durability loss each round while in Bear Form.
- Rank 5: While in Bear Form, you have Advantage on the first Guard, Block, and Counter you make each round.
Enrage
Minor Action - 1 Focus, 1 Rage (ongoing)
Enter a fugue state where all the rage within you boils to the surface, empowering you with incredible strength. In this state, pay 1 Rage at the start of your turn each round to sustain its effects. Enrage ends when the Scene ends or as soon as you stop paying its Rage cost. In this state:
- You cannot reason (but can tell friend from foe)
- Increase your Combat by (Power)
- Increase the DpB of your attacks by 1 for each Rank you have in Enrage
Minor Action - 1 Focus, 1 Rage (ongoing)
Enter a fugue state where all the rage within you boils to the surface, empowering you with incredible strength. In this state, pay 1 Rage at the start of your turn each round to sustain its effects. Enrage ends when the Scene ends or as soon as you stop paying its Rage cost. In this state:
- You cannot reason (but can tell friend from foe)
- Increase your Combat by (Power)
- Increase the DpB of your attacks by 1 for each Rank you have in Enrage
- Rank 2: While Enraged, your Luck increases by (Power).
- Rank 3: While Enraged, take an additional Action during your turn each round.
- Rank 4: while Enraged, enemies that start or end their turn adjacent to you must Save or take (Power) damage.
- Rank 5: You no longer need to pay 1 Rage at the start of your turn to sustain the effects of Enrage but you may only use Enrage once per Scene.
Inhuman Endurance
Interrupt - 1 Focus
When you would take an amount of damage that does not exceed your current HP, you may use the following Interrupt: negate the triggering damage (you are still subject to any secondary effects associated with the source of this damage).
Interrupt - 1 Focus
When you would take an amount of damage that does not exceed your current HP, you may use the following Interrupt: negate the triggering damage (you are still subject to any secondary effects associated with the source of this damage).
- Rank 2: After using Inhuman Endurance, the next Guard, Block, or Counter you make has Advantage.
- Rank 3: After using Inhuman Endurance, you are Shielded.
- Rank 4: Ignore any secondary effects associated with the source of the triggering damage.
- Rank 5: Inhuman Endurance can negate any instance of damage, even if it exceeds your current HP.
Rampage
Action - 1 Focus
Move up to (Power) yards and make one melee weapon attack each time you enter a new space. You cannot attack the same creature more than once in this manner, nor can you be Countered while using Rampage.
Action - 1 Focus
Move up to (Power) yards and make one melee weapon attack each time you enter a new space. You cannot attack the same creature more than once in this manner, nor can you be Countered while using Rampage.
- Rank 2: You may attack the same creature up to three times per use of Rampage.
- Rank 3: Each successful attack you make during Rampage increases the distance you can move during Rampage by 1 yard.
- Rank 4: You have Advantage on all attacks made during Rampage.
- Rank 5: Each point of Rage you spend during Rampage increases your DpB by 1 until the end of your turn.
Thundering Voice
Minor Action - 1 Focus
A booming roar erupts from your mouth, pushing an adjacent enemy (Power) yards. The target must Save or be knocked prone.
Minor Action - 1 Focus
A booming roar erupts from your mouth, pushing an adjacent enemy (Power) yards. The target must Save or be knocked prone.
- Rank 2: The target Fixates on you until the start of your next turn.
- Rank 3: Double the distance Thundering Voice pushes the target.
- Rank 4: Enemies knocked prone by Thundering Voice are Stunned until the end of their next turn.
- Rank 5: You may use Thundering Voice as a full Action to affect all adjacent enemies.
Titanstrike
Action
Make a weapon attack. If you hit, the target Fixates on you until the start of your next turn.
Action
Make a weapon attack. If you hit, the target Fixates on you until the start of your next turn.
- Rank 2: Whether you hit or miss with Titanstrike, the target Fixates on you until your next turn starts.
- Rank 3: You may use Titanstrike as an Interrupt any time an adjacent enemy voluntarily leaves a space next to you or makes an attack that doesn't include you as a target.
- Rank 4: Recover 1 Focus when you use Titanstrike as an Interrupt.
- Rank 5: After using Titanstrike, all adjacent enemies Fixate on you until the start of your next turn.
Berserker Perks
Adrenaline Surge
While your current HP is at 50% or less of its total, your DpB increase by 2.
While your current HP is at 50% or less of its total, your DpB increase by 2.
Bloodlust
When an enemy within 5 yards of you is reduced to 0 HP, you may either make a weapon attack or gain (Power +5) Temporary HP as a Reaction.
When an enemy within 5 yards of you is reduced to 0 HP, you may either make a weapon attack or gain (Power +5) Temporary HP as a Reaction.
Immortal Will
When you are reduced to 0 HP, you may remain conscious and continue fighting. You are Defeated and receive a Wound if you end your next turn at 0 HP. Until then, you are immune to damage.
When you are reduced to 0 HP, you may remain conscious and continue fighting. You are Defeated and receive a Wound if you end your next turn at 0 HP. Until then, you are immune to damage.
Merciless
You deal an additional 1d6 damage to an enemy for each negative status condition they are suffering from. You deal an additional 2d6 damage to prone creatures.
You deal an additional 1d6 damage to an enemy for each negative status condition they are suffering from. You deal an additional 2d6 damage to prone creatures.
Threatening Presence
At the start of your turn each round, the enemy with the most HP who can see you becomes Fixated on you until your next turn starts.
At the start of your turn each round, the enemy with the most HP who can see you becomes Fixated on you until your next turn starts.
Untethered Defense
While wearing Light Armor, you gain a +(Power) bonus to Counters and have Advantage on the first Guard Feat and the first Save you make each Scene.
While wearing Light Armor, you gain a +(Power) bonus to Counters and have Advantage on the first Guard Feat and the first Save you make each Scene.
Rituals
Ancestral Guidance
Spend up to 1 hour in prayer and meditation, reaching out to the spirits of your ancestors then make a Feat with +1d6 for every 15 minutes spent in prayer. This Feat has Advantage under a full moon. For each Bump, ask one question the ancestors will answer to the best of their ability.
Spend up to 1 hour in prayer and meditation, reaching out to the spirits of your ancestors then make a Feat with +1d6 for every 15 minutes spent in prayer. This Feat has Advantage under a full moon. For each Bump, ask one question the ancestors will answer to the best of their ability.
Augment Senses
Spend an hour collecting strange herbs to burn, then breathe their fumes. Until your next Full Rest ends, gain Advantage on Feats made to perceive your environment, sense other creatures, or detect oncoming danger.
Spend an hour collecting strange herbs to burn, then breathe their fumes. Until your next Full Rest ends, gain Advantage on Feats made to perceive your environment, sense other creatures, or detect oncoming danger.
Dowsing Rod
Name a place, person, or thing you want to find. Holding a forked branch in both hands, begin to walk. Within an hour, you will either find it or be on the path towards finding it (GM's discretion).
Name a place, person, or thing you want to find. Holding a forked branch in both hands, begin to walk. Within an hour, you will either find it or be on the path towards finding it (GM's discretion).
Kindred Spirit
Spend some time in concentration, asking nature for aid. An animal native to the environment will appear within an hour to offer assistance. Choose two of the following:
Spend some time in concentration, asking nature for aid. An animal native to the environment will appear within an hour to offer assistance. Choose two of the following:
- The animal is perfectly suited to the task you have in mind
- The animal is docile and completely obedient to you and your allies
- The animal appears almost as soon as you begin this Ritual
Mountain's Endurance
Spend 10 minutes meditating on your personal strength and endurance. For the next 24 hours, you have no need for food, water, or rest and can gain the benefits of a Full Rest after only 3 hours of rest. You also have Advantage on Feats made to resist poison, disease, and fatigue.
Spend 10 minutes meditating on your personal strength and endurance. For the next 24 hours, you have no need for food, water, or rest and can gain the benefits of a Full Rest after only 3 hours of rest. You also have Advantage on Feats made to resist poison, disease, and fatigue.
One With the World
Spend 10 minutes outdoors in the open, concentrating on the world, the weather, the creatures around you...and your place in the greater whole of nature. Then choose two of the following:
Spend 10 minutes outdoors in the open, concentrating on the world, the weather, the creatures around you...and your place in the greater whole of nature. Then choose two of the following:
- You can survive for 24 hours in even the harshest weather or unforgiving environment without the need for shelter.
- Wild animals will not attack you or harm you in any way unless provoked or goaded by some outside force.
- You travel more quickly over land, increasing your travel speed by 10 miles per day.
Signs of War
Two hawks flying across the sun, a tree split by lightning, a mutilated animal in the middle of a path...nature warns you of the battles to come. After 10 minutes of searching for and interpreting a sign, the GM (to the best of her knowledge) will tell you what your next battle holds; how many enemies, their strengths, weaknesses, and any other pertinent information about the battle ahead.
Two hawks flying across the sun, a tree split by lightning, a mutilated animal in the middle of a path...nature warns you of the battles to come. After 10 minutes of searching for and interpreting a sign, the GM (to the best of her knowledge) will tell you what your next battle holds; how many enemies, their strengths, weaknesses, and any other pertinent information about the battle ahead.
Warpaint
Name a mighty deed you have performed as you paint yourself in tribal symbols and art depicting your greatness. This takes 10 minutes. Until your next Full Rest ends (or the paint washes off), any creature that beholds you regards you with fear and awe, granting you Advantage on Feats to intimidate, coerce, or impress.
Name a mighty deed you have performed as you paint yourself in tribal symbols and art depicting your greatness. This takes 10 minutes. Until your next Full Rest ends (or the paint washes off), any creature that beholds you regards you with fear and awe, granting you Advantage on Feats to intimidate, coerce, or impress.