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Old 02-21-2018, 09:17 AM   #541
Rick_Smith
 
Join Date: Apr 2014
Location: Coquitlam B.C.
Default Berserking Rules.

Hi all,
I think that some thought should be given to the Berserk rules. (Page 20 AM.)

I do not like that they require an IQ roll to enter and leave the Berserk state. My feelings of berserkers is that they are not brain trusts. Also if they ARE high IQ, it all seems far too easy.

Other thoughts:
-- I wouldn't mind if berserk figures did +1 or +2 damage with Melee weapons.
-- When a berserker comes out of berserk they lose 2 ST. Is this real damage or fatigue ST? (I assume that it is fST loss.)
-- Are berserkers allowed to use missile weapons? It seems untraditional, but it should be spelled out either way.
-- If a wizard berserks, what spells and actions can the wizard take?

I enter / exit berserk status, I suggest:
-- To enter berserk, a character must roll 1d6 and spend an action. On a 1 or 2 they go berserk. Thus they may have to spend several turns shouting, gnawing on their shield, etc. to work themselves into this state. (As a GM I sometimes allow automatic berserking, if they see their family attacked, or if something dramatic happens.)

-- To exit berserk, at the start of movement they roll 1d6. One a 1 thru 4, they exit the state. This DOES NOT use their action, and if they fail to exit berserk status, they will then move and attack their friends.

I welcome any comments.
Warm regards, Rick.
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