The Berserker

Status
Not open for further replies.

Sikeopath

Team Lead
Staff member
Team Lead
Story
Systems
Berserker

“No matter the number of opponents, damage is the most important. Taking down my foes is my priority, regardless of my own health. Defending comes second... My weapon comes first.”



The Berserker School focuses on dealing as much damage as possible and as often as possible. Typically, they will sacrifice their defensive capabilities to enhance their attacking.

The Berserker specializes in sustaining themselves while carrying out constant aggression and fighting many foes at once, giving a new meaning to "The Most Effective Defense is a More Powerful Offense."


Passives

The Berserker receives the following passive effects:

Initiate - Primeval Might
The Berserker is an unstoppable force, channelling primal raw strength behind their every action. The Berserker can choose between one of two status effects, that are always active:
  • Immovable Object: The Berserker is immune to non self-inflicted Disadvantage on Defense, Knockback, and Rough Terrain
    • This gives Advantage on Attack for 2 rounds, stacking up to 2 times.
    • This can only be stacked once per attack or ability and is applied afterwards.
    • If The Berserker has two stacks and is already receiving Advantage on Attack from another source, they deal an additional Minor Wound on hit for each additional stack of Advantage on Attack they have over the cap.
Only one of these two effects can be active at a time. The Berserker can change between these states once every two rounds, on their turn. Doing so is free and does not consume any of The Action Pool, but must be declared. ‘Self-Inflicted Disadvantage’ includes things such as from abilities or from wielding weapons.


Prodigy - Coming Soon



Grandmaster - Coming Soon


Initiate

Name: Reckless Blow
Branch: Berserker
Level/Cost: Initiate | 1
Effect: Damage
Range: 3x3x1 Area in front of User
Charging Time: 1 Turn
Duration: 1 Round
Skill Roll: N/A
Description: The Berserker unleashes a ruthless blow, focusing only on striking their opponent while disregarding their own safety. Any targets in range must roll a defense against the Berserkers Skill Roll, inflicting Roll Damage on failure.

This also gives The Berserker Advantage on Attack rolls but Disadvantage on Defense rolls for the Duration after usage. Neither effect can be removed early. This Advantage on Attack also applies to the initial hit of this ability.
Name: Barreling Tackle
Branch: Berserker
Level/Cost: Initiate | 1
Effect: Movement
Range: 5x1x1 Line
Charging Time: 1 Turn
Duration: Instant
Skill Roll: Body + Melee
Description: The Berserker barrels 5 blocks forwards in a straight line, forcing all targets in the path to roll a defense against the Berseker’s Skill Roll. This inflicts Roll Damage and a 5 Blocks Knockback.

This tackle will always go 5 Blocks forwards and cannot be stopped early by the Berserker unless they hit a wall or The Berserker fails to beat the defense of a target using a defense roll of [Body + Athletics]. This will deal a Minor Wound to the Berserker and protect the targets beyond that point from needing to roll a defense save.
Name: Unbreakable
Branch: Berserker
Level/Cost: Initiate | 1
Effect: Boon
Range: Self
Charging Time: Bonus Action
Duration: 1 Round
Skill Roll: N/A
Description: The Berserker hardens themselves for an onslaught, reducing the damage they can take from a single instance of Damage to a Moderate Wound for 1 round.

Additional Ability Damage such as multi-hits, D.O.T. effects like [Bleeding] or abilities that deal an additional Minor Wound on top of Roll Damage are counted as individual instances of damage.

Student

Name: Pain Split
Branch: Berserker
Level/Cost: Student | 2
Effect: Damage
Range: Melee
Charging Time: Reaction
Duration: 1 Round
Skill Roll: Body + Melee
Description: If the Berserker takes damage from an Attack, they can choose to use this as a reaction. This grants the Berserker Advantage on Attack Rolls for 1 Round and makes a counterattack on the target if they are within Melee Range.

Should they succeed in the counterattack, the Berserker will receive a temporary instance of Minor Healing and deal Roll Damage to their opponent. This Advantage on Attack applies to the counterattack roll. The temporary health will last for 2 Rounds unless expended and cannot bring the Berserker over their Max Health (24HP).
Name: Cleaving Cyclone
Branch: Berserker
Level/Cost: Student | 2
Effect: Damage
Range: Self, Melee Radius AOE
Charging Time: 1 Turn
Duration: Instant
Skill Roll: Body + Melee
Description: The Berserker violently swings their weapon in a circle around themselves, targeting everyone within weapon reach of the Berserker. Targets in range must roll a defense against the Berserker’s Skill Roll or be inflicted with Roll Damage, [Bleeding] for 1 round and 3 Blocks Knockback on failure.
Name: Bloodlust
Branch: Berserker
Level/Cost: Student | 2
Effect: Healing
Range: Melee
Charging Time: Bonus Action
Duration: 1 Round
Skill Roll: N/A
Description: The Berserker loses themselves to a primal bloodlust, reinvigorating them for triumphing over an opponent. For each time they successfully land an attack on a target, the Berserker will receive a temporary instance of Minor Healing at the cost of giving them Disadvantage on Defense for the duration. This heal can trigger multiple times on abilities that hit multiple targets. The temporary health will last for 2 Rounds unless expended and cannot bring the Berserker over their Max Health (24HP).

Prodigy


Master


Grandmaster

 
Last edited:
Status
Not open for further replies.
Back
Top