Blind Rage
Wracked by constant pain caused by the everlasting nuclear fire that scorches every nerve ending in her body, the character is driven nearly insane, ready to snap at the slightest provocation. While she still retains her basic personality and doesn’t necessarily want to hurt anyone, the constant pain is often simply too much for her, and she lashes out indiscriminately. While this makes her a formidable opponent in combat, it poses serious problems for her social life.
Type: Major negative.
Effect: Whenever the character faces an obstacle—be it a locked door, a missed transport, an obnoxious bouncer, or a bandit—she makes a Will save against DC 25. If she succeeds, she keeps her temper and can deal with the situation in a rational manner. If she fails, she goes berserk and attempts to solve the problem by taking her rage out on everything nearby, starting with the offender and making her way to everyone else—people or inanimate objects. She always uses lethal force and cannot hold back; and owing to her unparalleled rage and savagery, her Strength increases by +2, and she gains an additional +2 bonus to all mêlée attacks and damage. She cannot use nanotechnology or ranged weapons, but she can draw or change weapons if doing so enables her to do more damage.
The rage persists until the original instigator has been destroyed or removed from the character’s vicinity; after that, the character may make a Will save against DC 20 to calm down. If she fails, she continues on to other targets in an order of convenience—whatever or whoever is closest to her is her next target, though people are preferred over inanimate objects. She may continue to attempt to make the Will save every round until she calms down; the DC decreases by 1 every round. If someone attempts to calm her down with a Diplomacy check (DC 20), she gets a +2 circumstance bonus to the next Will save. If something knocks her unconscious, she is calm again when she wakes up.
While berserk, the character cannot become cowered, dazed, nauseated, panicked, or shaken, and even if her hit points fall below 0, she remains conscious and continues to take actions normally until she calms down or dies.
Biotech: Implant, Graft.