REQUIREMENTS
Novice
Berserkers become wild and nearly uncontrollable when the “red rage” takes them, but they are deadly killing machines as well! Immediately after suffering a
Wound or a
Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes.
Going Berserk has the following effects:
Fury
The character’s Strength increases a die type and every melee attack must be a
Wild Attack. She cannot use any skills that require wit or concentration. She may scream out threats and use Intimidation, for example.
Enraged
Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of
Wound penalties (this stacks with any other abilities that reduce
Wound penalties).
Reckless Abandon
Anytime a berserker rolls a
Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.
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After five consecutive rounds of berserk fury, the hero takes a level of
Fatigue. At ten rounds, she takes another level of
Fatigue and the rage ends.
She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding
Fatigue if she manages to end her rage before it’s incurred!
Start the count anew if she goes berserk again, even in the same battle.
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