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  1. Notes

2.1 Class - Berserker

Core Rule System

BERSERKER

For some, there is only rage. In the ways of their people, in the fury of their passion, in the howl of battle, conflict is all these brutal souls know. Savages, hired muscle, masters of vicious martial techniques, they are not soldiers or professional warriors—they are the battle possessed, creatures of slaughter and spirits of war. Known as Berserkers, these warmongers know little of training, preparation, or the rules of warfare; for them, only the moment exists, with the foes that stand before them and the knowledge that the next moment might hold their death. They possess a sixth sense in regard to danger and the endurance to weather all that might entail. These brutal warriors might rise from all walks of life, both civilized and savage, though whole societies embracing such philosophies roam the wild places of the world. Within Berserkers storms the primal spirit of battle, and woe to those who face their rage.

Role: Berserkers excel in combat, possessing the martial prowess and fortitude to take on foes seemingly far superior to themselves. With rage granting them boldness and daring beyond that of most other warriors, Berserkers charge furiously into battle and ruin all who would stand in their way.

Theme: Ostland Raider, Border Reiver, Slayer, Warper, Storval Brave, etc.


Alignment: any


Attribute Bonus:

+1 Body

+1 Prowess

Health: Body X4

Power: Body X1


Armour Proficiency: Cloth and Leather (anything heavier hinderers the Berserkers Talents).

Starting EquipmentA suit of tattered and beaten hide armour, a hand weapon and round shield or a 2 Handed weapon, a sling or recurve bow and a dagger.


Skill Priority

Primary: Combat

Secondary: Basic

Tertiary: Advanced


Basic Skills


Athletics +10%

Concentration +10%

Dance +5%

Endurance +20%

Evade +20%

First Aid +10%

Insight +10%

Perception +10%

Persuasion +10%

Scavenging +5%


Combat Skills 

Choose 1 at +20
Choose 2 at +10

Advanced Skills

Choose 1 at +20%
Choose 4 at +10%

Animal Handling
Craft*
Gambling
Knowledge*
Leadership
Leadership
Navigation, Land
Outdoor
Profession*
Riding


Berserker Talents

Fleet of Foot
Casting Time 0, Self, Power 0, Athletics 50%+
A Berserker's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armour, Cloth or Leather, and not carrying a heavy load. Apply this bonus before modifying the Berserker's speed because of any load carried or armour worn. This bonus stacks with any other bonuses to the Berserker's land speed.

Mighty Blow
Casting Time 1, Power 1 per D6 added, Weapon Skill used 60%+
A hero can empower a single attack and inflict more damage; they add an extra D6 to their weapons damage.

Berserker Rage
Casting Time 1, Power 1 per round
A Berserker can fly into a screaming blood frenzy as long as he has the power to fuel them. In a rage, a Berserker gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +8 bonus to Body and a +20% to Endurance saves, but he takes a –10% penalty to Evade tests. The increase in Body increases the Berserker’s Health, but these hit points go away at the end of the rage when his Body score drops back to normal. (This extra health are not lost first the way temporary hit points are. While raging, a Berserker cannot use any Social, Prowess or Mind-based skills (except for Acrobatics, Intimidation and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any Talent A fit of rage lasts for a number of rounds equal to half (newly improved) Body attribute. A Berserker may prematurely end his rage. At the end of the rage, the Berserker loses the rage modifiers and restrictions and becomes fatigued (–4 penalty to Body, –4 penalty to Prowess, can’t charge or run) for the duration of the current encounter. A Berserker can fly into a rage only once per encounter. He can use his rage ability as long as he has the Power to fuel it. Entering a rage takes no time itself, but a Berserker can do it only during his action and not in response to someone else’s action. A Berserker can’t, for example, fly into a rage when struck down by an arrow in order to get the extra Health from the increased Body, although the extra health would be of benefit if he had gone into a rage earlier in the round, before the arrow struck

Run All Day
Casting Time 10, Power 5, Self, Athletics 50%+
A Berserker can non-combat move at double normal movement rate, for a number of hours equal half to their Body Attribute Score with becoming fatigued. A Berserker must run for at least a minute before the talent becomes active. This can only be done when not wearing armour, Cloth or Leather; anything heavier fatigues the Berserker.

Uncanny Dodge
Casting Time 0, Power 1, Evade 50%+
A Berserker has an almost supernatural ability to react to danger and can gains a reaction bonus of +20% to any Evade check, but he must be able to move out of the area or acquire cover.