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Berserkers add 2% per rank to their attack with two-handed weapons and 1 on to the damage and IV at ranks 1, 3, 5, 7 & 10. They add 2% to attacks with hands and 1 to damage every other rank beginning at rank 1. The natural training of a berserker is such that their body acquires a natural hardness as they progress in their training. Berserkers’ natural armor is equal to ½ their rank.
Rank 1: Suppress Pain: must loose 1/2 of FT to be stunned. They can recover from being stunned by rolling under 4 X WP.
Rank 2: Aura of intimidation: Because of the fearsome aspect of the berserker opponents must roll under 2 X WP – rank of berserker or they will have more difficulties attacking the berserker. If they fail their roll opponents have -20% to strike & -5 to IV to strike the berserker. Rolls are made at the beginning of combat with each opponent and last until the combat is ended.
Rank 4: Battle rage: By rolling under 4 X WP + 5% per rank beginning at rank 4 a berserker may ignore the effects of a non-lethal or a non-dismembering grievous until the end of combat. Once combat has come to an end the effects of the grievous will take place. Extra strike with primary weapon. Resist pain as the talent in College of the Mind.
Rank 5: Deflect thrown or ranged weapons by rolling under 1/2 of base chance,
Rank 7: Mind over matter: The berserker may temporarily sacrifice WP to restore lost FT & EN. For every WP sacrificed in such a manner a berserker will gain 3 FT or 2 EN. WP lost in such a manner is restored at the rate of 2 per day. If a berserker drops below 1/3 of his starting WP he will fly into a blind rage (+10% to strike and +3 damage) and attacks anyone in his immediate area, the berserker may try to recognize an ally before attacking by rolling under 4 X PC, if he fails he attacks the ally.
Rank 8: Dodging: +10% to defense vs. ranged & melee attacks. Extra strike with primary weapon.
Rank 9: Delay death: By rolling under 3 X WP a berserker may delay death until the end of combat or until his EN reaches -8. (This will not prevent death from a lethal grievous.) If the berserker is healed during that time he may try to make cheat death by rolling under 2 X EN (Actual not current) in which case he will avoid death.
Rank 10: Battle Fury: By sacrificing FT a berserker may gain heightened abilities in combat. For each 2 FT sacrificed a berserker gain +5% to defense, +2 to IV and +1 to damage with primary weapon. There is no limit to how many FT points a berserker can sacrifice, but if he spends over ½ his FT in a pulse he must roll under 3 X EN to avoid being dazed and disoriented. While dazed and disoriented he can still defend but not launch any attacks until he makes a stun recovery roll. (4 X WP) Battle Fury effects last for the duration of combat.
Berserkers within the common cultures Berserkers are more common in Human, Orc, Dwarf & Giant societies. They are very rare in elf, gnome, hobbit, avian & Aquarian society. Orc society has the most abundant berserkers and berserkers are respected and honored in Orc society.
New Rules for Two-handed weapons: Two handed weapons no longer incur any penalties for multiple striking in a normal fashion. Two handed weapons may be used to make multiple strikes at any rank. At rank four a character armed with a two-handed weapon may attack 3 times (or more if other skills add on to this number) with a -10% to hit, or may make a sweep attack against 3 adjacent targets with no penalties for multiple striking. 4 or more hits -20% from base chance.
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