Overview

Berserkers are offensive based, lose control to gain benefits, take penalties to gain benefits. Reckless.

Health: High
Complexity: Low
Stats: STR and FOR
Mechanics: Attack, Exert
Combat Strategy: Run up to enemies and Attack them till they die. Or throw enemies and objects around.
Social Strategy: Take risks. Get in people’s faces, use your overwhelming physique to frighten them to fleeing or anger them into fighting you.

Quick Build

Weapons: Greataxe
Armour: None or Titan Plate
Skills: Coerce, Nature, Physique, Traverse
Paradigms: Terror Paradigm, Intimidator Paradigm

Health

When you gain Level in Berserker, you gain +3 Max HP.

Custom Triggers

Choose 1 of:

  • When the Berserker breaks something of value, they gain 1d4 Momentum.
  • When the Berserker hurts someone or themselves when they didn’t want to, they gain 1d4 Momentum.
  • When the Berserker resolves a problem with sheer fortitude and endurance, they gain 1d4 Momentum.

Fortress Bonus

The Fortress gains +? Max HP.

Abilities

Bestial Instinct

While not wearing Armour, the Berserkers is considered to be wearing Hide Leather.
While wearing Not-Heavy Armour, the Berserker may set their Deflection equal to their FOR.
While wearing Heavy Armour, the Berserker may ignore any Orthogonal tag on the Armour.

The Berserker gains the following Action:

Incite
Tempo: Attack Social
Target:1 Character in Seek who you are conversing with.
Action:Choose a Debuff you are under.
Force the Character to make a Instinct Physique check against your Social roll, gaining that Condition on failure.
Tags:Action, Social, Physical

When the Berserker beats a character in a contest or proves their superiority they may also apply one of the following benefits:

  • Apply Chilled, Enraged, or Numb (if all are applied, apply any Debuff)
  • Gain +1 Attitude with a Character who saw the whole thing and dislikes the target.
  • Free: Scan with an additional option: What does the target fear?
    If the Berserker gave up something of worth to the target, pick 2 options.

All Consuming

Rage
Tempo: Extra: 1
Action:Become Enraged until end of Scene.
Tags:Mental

When the Berserker Exerts they can also choose the following option:

  • Exert during your turn: Your STR is considered twice its value and you are considered one Size larger for anything Strength related this turn.

Excessive

While the Berserker is Bloodied:

  • Each Momentum spent to Boost counts as 2.
  • When the Berserker increases or decreases a Clock, increase or decrease it by an additional tick.

Other Things

When the Berserker applies Grappled to someone, that counts as a Debuff for Overwhelmed.

The Berserker can spend 1 Momentum to add their current Momentum value to a skill check to apply a Debuff to a Character they are speaking to.

The Berserker can choose to accidentally give away in a fit of rage or passion something they are vulnerable to, to a Character they are talking to, in order to make that Character vulnerable to the current argument.

Strength beyond Strength

The Berserker gains Weapon Focus 1 for a Melee Weapon of their choice.

The Berserker gains the following action:

Great Throw
Tempo: Strike
Target:1 target at most 1 Size smaller than you in Range 1
Action:If the target is a Character, roll to Grapple,
On success Arcing Push STR
If the spot pushed to has an Object, do full Push damage to both targets.
If the spot pushed to has a Character, roll a STR Ranged Strike, dealing full Push damage to both targets on Hit.
Tags: Strike, Grapple

While Enraged when the Berserker Exerts they ignore the first…

Excessive

When the Berserker rolls maximum on damage dice, it explodes.
When the Berserker Boosts, each Momentum spent counts as 2 up to the limit.

Enduring

The Berserker gains Weapon Focus 2 for a Melee Weapon of their choice.
While the Berserker is Enraged, Great Throw now targets ‘1 target at most your Size in Range 1’.
When the Berserker hits 0 HP, they can Exert to set their HP to 1.

Initiate Violence

When the Berserker enters combat, they gain Momentum equal to (Third of their Berserker Level) rounded up.
When the Berserker enters a confrontation, they gain Momentum equal to (Third of their Berserker Level) rounded up.

Violence

The Berserker ignores the Unique Action Restriction for Attacks.

The Berserker gains the following action:

Class Focuses

Feral

Shatter and Break

The Feral ignores the Deflection and Sturdy of Objects.

The Feral can Exert to reduce the Monster Clock by #.

Blind Rage

The Feral gains the following actions:

Excite Blood
Tempo:4
Effect:The Feral may use Attack of Opportunity an unlimited number of times per round this round.
A Character triggers Attack of Opportunity even if it did not start its turn in the Feral’s Melee Range.
If Attack of Opportunity is triggered, the Feral must use it.
Tags:Buff
Incite Suspicion
Tempo:5
Effect:The Feral fans the flame of distrust of a Character they are speaking to, that character must make an INS check.
On a success, the character becomes aware of the reason the Feral is trying to influence them.
On a failure, gains the Mood distrust towards a Character.
Tags:Mental

Overflow

When the Feral kills a Character with a Melee Strike, another character in Melee takes any excess damage.

When the Feral applies a Mood to a Character that already has that Mood, apply it to another character in Seek.

Fury

Unstoppable Force

When the Fury Strikes, they can spend a Momentum to deal damage equal to their current Momentum + any Momentum they spent this turn.

When a Character succeeds on a Mental ability by the Fury, the Fury can spend a Momentum to reduce that Character’s roll by their current Momentum (not including the Momentum they spent on this ability).

Cage Match

The Fury hits better guys Orthogonally adjacent to them.
Gain the following Reaction:

Counter Grapple
Tempo:3
Trigger:A Character adjacent to you Grapples a Character.
Action:Attempt to Grapple the triggering Character.
Tags: Reaction, Grapple
While a [[Rules/Characters/indexCharacter]] is Isolated with the Fury they take a

Dual Wield and Weapon Breaker

Terror

Walking Wall

The Terror gains Armour Focus 1 with an Armour of their choice, and may set their Sturdy to ( FOR / 2) rounded up.

The Terror gains the following Reaction:

Unyielding Will
Tempo:3
Trigger:The Terror succeeds against an ability with the Mental tag.
Action:The Character that failed to effect you with their ability must make an INS check.
On a success, they become Restricted.
On a failure, they become Chilled.
Tags: Reaction, Mental

Taunt

While Enraged when the Terror Marks a Character, that character is Weak against all other characters until end of the next round.

Charge

The Terror , and they gain the following Action

Charge
Tempo: Move
Action:Pick a point in Range Speed, Move in a direct line to that point.
If you collide with a Character or Object, Push it equal the number of squares you have moved as part of this action.
Tags: Move

Thorns

The Armour you wield gains Retaliate: Deflection Damage, Melee Range.

Ideas

High damage:

  • Attack more than other people.
  • Hit harder than everyone per attack.
  • Excess damage spills over.

Strong:

  • Move terrain and objects.
  • Bend bars and break stuff.

Tanky:

  • Take more damage than other people, more hp? more armour? Delay certain effects.

Risk:

  • Kill or take penalty? Coup de Grace that either kills or does no damage?
  • All or nothing esque attacks
  • All or nothing esque skill checks. Persuasion/Intimidation check for double benefits or take a penalty.
  • Delay damage for penalty later, hope battle is finished?

Rage:

  • Loss of control?
  • Cant see HP? Bad
  • Enkidu attack everyone in your range.
  • Have to spend 1 action on move to closest target and attack. (This could be an extra target.)

Class Focus:

  • D&D barbarian
  • jrpg puncher (dual wielding)
  • juggernaut (slow but unkillable)

Note: Range and AoE