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Old 09-10-2007, 10:17 AM   #1
vicky_molokh
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Default Perk: Berserk. Your opinions?

Greetings, all!

Some GMs have seen players take the Berserk Disadvantage at SC(15) to use it only willingly and not fall into a rage due to the SC roll. OTOH, one could always add Temporary Disadvantage (Berserk) to some cheap combat advantage, like Striking ST, if semi-supernatural abilities are allowed. So, some GMs (including me and my GM so far) accept the use of a Berserker Perk, which gives the ability to enter the rage willingly, but doesn't activate on its own. What do you think about such a solution?

Thanks in advance!
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Old 09-10-2007, 10:22 AM   #2
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Default Re: Perk: Berserk. Your opinions?

I'd allow it without reservation.

Berserk state is dangerous enough so that it's unlikely to be unbalancing in any way.

Heck, I'd allow someone to take Berserk as Quirk, representing a Disadvantage without a self-control roll. That would mean that the character had a choice when to enter a rage, but he had to role-play the Quirk somehow.

A person whose not prone to Berserk rages but can if she wants to enter such a state sounds like someone with your Perk.
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Old 09-10-2007, 11:28 AM   #3
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Default Re: Perk: Berserk. Your opinions?

You will still need a self-control rating to roll against to snap out of the berserk state, or you'll need some other game-mechanic to determine when the 'zerker stops berserking.
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Old 09-10-2007, 11:30 AM   #4
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Default Re: Perk: Berserk. Your opinions?

Quote:
Originally Posted by Bruno
You will still need a self-control rating to roll against to snap out of the berserk state, or you'll need some other game-mechanic to determine when the 'zerker stops berserking.
I'd think that the default was 15- if taken as a Quirk. Heck, as a Perk I'd allow him to decide when he stops raging. And in both cases I'd allow Will to be used instead of a SC as a Special Effect which has no effect on point cost.
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Old 09-10-2007, 08:11 PM   #5
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Default Re: Perk: Berserk. Your opinions?

I'd just generalize this:
Perk: Switchable Disadvantage

You can affect the state of your mind, allowing you to temporarily "suffer" from a single mental disadvantage. Each disadvantage is its own perk and must be purchased separately. In all cases, use your Will as the self-control number, if any. There is no roll required to enter this state, but deactivating a disadvantage may require a Will roll in certain "trigger" situations (e.g., turning off Berserk in the middle of a fight or turning off Gluttony with tasty food present) at the GM's option.

Not all mental disadvantages are appropriate for this perk. The GM, as always, has the final say.
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Old 09-10-2007, 08:24 PM   #6
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Default Re: Perk: Berserk. Your opinions?

Rev. I'm hard pressed to think of anything in the RAW your idea would work with other than "Berserk".
I can make myself terrified: phobia?
I can make myself unmotivated: lazy?
Just not seeing it.
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Old 09-11-2007, 09:35 AM   #7
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Default Re: Perk: Berserk. Your opinions?

Quote:
Originally Posted by Icelander
I'd allow it without reservation.

Berserk state is dangerous enough so that it's unlikely to be unbalancing in any way.

Heck, I'd allow someone to take Berserk as Quirk, representing a Disadvantage without a self-control roll. That would mean that the character had a choice when to enter a rage, but he had to role-play the Quirk somehow.

A person whose not prone to Berserk rages but can if she wants to enter such a state sounds like someone with your Perk.
Yes I would think a Quirk version would be the best solution. Takes 1 turn of concetrate and you are in a berserk mode and require 1 turn of concetrate to calm down with out any will or self control roll required. I personaly would rule that the PC could not leave the Berserk mode unless he is not in direct combat with anyone at the moment he "leaves" his berserk rage.
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Old 09-11-2007, 10:01 AM   #8
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Default Re: Perk: Berserk. Your opinions?

Quote:
Originally Posted by Hannes665
Yes I would think a Quirk version would be the best solution. Takes 1 turn of concetrate and you are in a berserk mode and require 1 turn of concetrate to calm down with out any will or self control roll required. I personaly would rule that the PC could not leave the Berserk mode unless he is not in direct combat with anyone at the moment he "leaves" his berserk rage.
A pc who is Berserking cannot take Concentrate actions, so that doesn't work as an exit condition...

I find it highly dubious to allow a player to exit Berserk at will - otherwise he'd only activate it whenever he would make an all-out-attack anyways, and just turn it off when he's done. The benefits in this case seem to be worth more than a perk.
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Old 09-11-2007, 10:08 AM   #9
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Default Re: Perk: Berserk. Your opinions?

Quote:
Originally Posted by Bruno
A pc who is Berserking cannot take Concentrate actions, so that doesn't work as an exit condition...

I find it highly dubious to allow a player to exit Berserk at will - otherwise he'd only activate it whenever he would make an all-out-attack anyways, and just turn it off when he's done. The benefits in this case seem to be worth more than a perk.
What about the whole "don't go unconscious" thing? Wouldn't the player want to take advantage of that? Why would they only do it for all-out attacking...? o.O
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Old 09-11-2007, 10:24 AM   #10
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Default Re: Perk: Berserk. Your opinions?

Okay, assuming a perky berserker has an effective SC number, how high would you set the snap-out SC for the Perk? 12? 15? 18 but reduceable by various factors as usual?
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