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.


ATARAN BERSERKER
These warriors are dedicated to the fallen goddess Atara
and honoring her memory.  These berserkers draw their
name from the goddess of victory, and seek to discipline
mind and body to become fearsome and fearless
warriors.   Berserkers are fearless warriors who sole
delight is combat and crushing the enemy.   While every
society may have berserkers, they are not always seen
as something good because of their blood thirsty nature
and violent tendencies.  Berserkers are easily
recognizable because their code does not allow them to
cut their hair or focus upon person grooming. The
fingernails will be longer, their hair unkempt, breathe and
body odor some what foul and their overall hygiene less
than appealing.  This unpleasant appearance will not
make berserkers welcome in many circles.   Appearance
is not a concern for a berserker; battle, glory and victory
are the only concerns that motivate them.  

Berserkers must enter combat as soon as possible, and
they refuse to use ranged weapons or shields.   
Berserkers will only use two-handed weapons or their
hands to fight an opponent.   Their constant state of
alertness requires that they engage in some sort of fight
at least once per day, wither a bloody battle with weapons
or a brawl with fist.   While they don’t have to kill every
opponent they fight, it does not bother them if they do.   
Victory is what matters in the end.