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The Berserker



"My love for you is like a truck!"


Berserkers don't care about tactics, training, or deployment. Berserkers hit things hard, often, and fast. Wild men from the wastelands, they live lives of raiding and plunder, bare chested and painted for war, raping the women and braining the men. Even characters who were not raised as barbarians can emulate the battle-frenzy of one, bare chested, an axe in each hand, roaring a terrifying battle cry as they charge the enemy. Berserkers don't wear armor because it would slow them down. They don't carry shields because that wastes a hand that could have a blade in it. During the rare times that the Houses or Duchies of the Graylands band together, it is to try to prevent a barbarian uprising. With limited success.

Their love for you is like a truck. Berserkers.

VITAL STATISTICS
TYPE: Front-Line Combatant.
Berserkers have a good amount of HP but they're not concentrated on tanking like other front line combatants. They want to hit things.
ATTRIBUTES:
Hit Points: Fair (1.25x)
Power Points: Mundane (0x)
Strength: Great (1.5x)
Constitution: Normal (1x)
Intelligence: Normal (1x)
Dexterity: Great (1.5x)
Note: Berserkers are highly resistant to all status effects that would stop them from attacking enemies: sleep, confusion, and dazed.
EXAMPLE SKILLS
Berserkers hit things. Most of their skills are passive boosts that help them do it better.
Primal Fury: Berserk button. Sets a Berserker to Berserk mode; they gain a bonus to Strength and HP but attack mindlessly for the remainder of the fight. <FREE STARTING SKILL>
Dervish: Berserker gains the ability to dual wield. <Cost: 500 HP>
Killer Instinct: Berserker receives an additional +4% Critical Bonus, increasing Critical Chance to 8%. With the use of a high crit weapon, they can have a critical chance of 12%! <Cost: 1000 JP>
PROFICIENCIES:
Weapons: Swords, Greatswords, Axes, Greataxes.
Armor: NONE! Since Berserkers cannot wear shields, they should use two-handed weapons when not dual wielding.