Berserkers are subject to all
consuming bloodlusts that give them great strength and the ability to ignore
pain, but at the cost of losing the ability to be rational or fight
defensively. Berserkers frequently continue fighting even after sustaining
grave and even mortal wounds, only to keel over after their anger has
passed. |
Berserkers can be fun and
interesting additions to an adventuring group, but they can also be
disruptive. They can tend to get themselves and sometimes comrades
into lethal situations that they subsequently cannot extricate themselves
from due to their Enraged state. A player should take care to balance their
character's ability to get out of the scrapes their tempers might get them
into. |
Cost |
Ability |
55 |
Savage Package Deal |
70 |
Battle Fury: |
12 |
Tenacious: Physical Damage
Reduction, Resistant, 25% (15 Active Points); Only When Enraged (-1/4) |
12 |
Righteous Anger: +15 STR, Reduced
Endurance 0 END (+1/2) (22 Active Points); No Figured Characteristics
(-1/2), Only While Enraged (-1/4) |
27 |
Painless: +40 STUN (40 Active
Points); Only While Enraged (-1/4), Taken off after normal STUN (-1/4) |
11 |
Unstoppable: +10 BODY (20 Active
Points); Only While Enraged (-1/4), Taken off after normal BODY (-1/2) |
8 |
Chose One: |
|
- In your face: Knockback Resistance -5" (10 Active Points); Only
While Enraged (-1/4)
|
|
- Angry Accuracy: +2 HtH Combat Levels (10 Active Points); Only
While Enraged (-1/4)
|
125 |
Total Ability
Cost |
Value |
Disadvantages |
-25 |
Battle Fury:
Enraged: In Battle (Very Common), go 14-, recover 14- |
+100 |
Total Cost of Package |
Cost |
Options |
7 |
Furious Assault: Deadly Blow: +1d6 Killing,
any weapon, when Enraged (+1d6 HKA; OIF: Weapon of Opportunity
(-1/2); Limited Circumstances (-1/2)) |
10 |
Uncanny
Dodge: Defense Manuever IV |
-5 |
Physical Limitation: Old
Injury (Infrequently, Slightly Impairing) |
-10 |
Psychological
Limitation: Dislikes Magic & Those Who Use It (Common, Moderate) |
var |
Reputation: Unsafe To Be Around |
-10 |
Rivalry with
other Warriors (More Powerful, Group, Professional, Unaware, Outdo) |
-5 |
Social Limitation:
Berserker
(Feared & Discriminated against in cities) (Frequently; Minor;
Not Limiting In Some Cultures) |
Savages are warriors from more primitive and / or less civilized lands who rely
on sheer athleticism and moxy rather than fancy or well crafted armaments. Savages
tend to focus on survival and overall fitness.
|
Savages can be somewhat similar to Light Foot but without concentrating overly much
on the mastery of a specific weapon (to a Savage everything is a weapon), and with
more concentration on raw athletic ability.
|
Despite the connotation of the word "savage", Savages are not ravening
brutes by default; they are simply primal and unspoiled by more advanced modicums
of behavior. Many Savages follow a personal or cultural Code of behavior that, while
typically more practical and/or direct, is nevertheless as binding to them as a
well defined Code of Chivalry is to the most hide-bound and chivalrous of Knights.
This is a concept often referred to as "the Noble Savage".
|
Cost
|
Ability
|
3
|
Strong: +3 STR
|
3
|
Quick: +1 DEX
|
10
|
Nimble: +1 SPD
|
6
|
Durable: +3 CON
|
6
|
Resilient: +3 BODY
|
16
|
Choose One:
|
|
- Combat Skill Levels: +2 All Combat
|
|
- Combat Skill Levels: +2 DCV and
+2 OCV w/ Tight Group
|
|
- Skill Levels: +1 Overall Level and
+2 OCV w/ Tight Group
|
|
- Penalty Skill Levels: +4 vs. Range Modifier with All Attacks and
Telescopic Sight: +4 with Normal Sight only to Offset Range Penalties and
Enhanced Perception: +2 PER with Normal Sight
|
2
|
AF: Light Armor Proficiency
|
1
|
AF: Shield Proficiency
|
6
|
WF: Common Melee, Common Missile, Uncommon Melee
|
2
|
Survival: Any 1 Environment
|
55
|
Total Ability Cost
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
12
|
Fleet: +2" Run (8" Total), Reduced Endurance (0 End, +1/2), Affects
Base
|
5
|
Frightening Intensity: +10 PRE; Offensive Use Only (-1)
|
5
|
Fearless: +10 PRE; Defensive Use Only (-1)
|
4
|
Weapon Strength: +8 STR, No Figured (-1/2), Only to Offset Strength Minima
(-1/2)
|
10
|
Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
|
6
|
Shifty: Combat Luck (3 PD/3 ED)
|
4
|
Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing
Armor (-1/2)
|
4
|
Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing
Light Armor (-1/2)
|
5
|
Savage Resilience: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent
(+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self
Only (-1/2)
|
10
|
Savage Recovery: +15 REC (30 Active Points); Only When Taking A Non-Post
Segment 12 Recovery In Combat (-2)
|
-5
|
Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
|
-5
|
Psychological Limitation: Savage Code (Define) (Uncommon, Moderate)
|
-10
|
Psychological Limitation: Dislikes Magic & Those Who Use It (Common, Moderate)
|
-10
|
Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
|
-5
|
Social Limitation: Savage (Feared & Discriminated against in cities) (Frequently;
Minor; Not Limiting In Some Cultures)
|