Rules / Talents / Berserker Talents
Berserker Talents
The Frenzy stance and the reckless, sweeping attacks that go with it.
| Talent | Tier | Requirements | Benefit |
|---|---|---|---|
| Frenzy | 1 | 1+ ranks in Athletics; 1+ ranks in Melee Weapons | Spend 2 Strain to enter a frenzy lasting rounds equal to your Fortitude. |
| Reckless Strike | 2 | Frenzy; 2+ ranks in Athletics; 2+ ranks in Melee Weapons | Once per turn, make a melee attack with 1 Advantage, then suffer equal Disadvantage (minimum 1) on Might and Reflex saves until the start of your next turn. |
| Whirlwind Attack | 3 | Frenzy, Reckless Strike; 5+ ranks in Athletics; 5+ ranks in Melee Weapons | Once per turn, make one melee attack roll against each chosen creature within your reach; each makes a Might save against it. |
| Whirlwind Attack II | 4 | Whirlwind Attack; 9+ ranks in Athletics; 9+ ranks in Melee Weapons | As Whirlwind Attack, but make two attack rolls. Each target saves against both; add damage from each failed save (one damage roll), then apply Soak and resistances. |
| Frenzy II | 2 | Frenzy; 5+ ranks in Athletics; 5+ ranks in Melee Weapons | While frenzied: 1 Advantage on flat checks to end persistent damage and on Dazed and Staggered checks, and your melee weapons gain Thrown (20 ft). |
| Brutal Blow | 2 | Frenzy; 2+ ranks in Athletics; 2+ ranks in Melee Weapons | Attack a different creature in reach with the same weapon (2 RP). Excess damage from the killing blow is added to this attack's damage. |
| Leap Attack | 2 | Frenzy; 2+ ranks in Athletics; 2+ ranks in Melee Weapons | After leaping at least 10 ft toward the target, attack and also roll Athletics. |
| Furious Resilience | 2 | Frenzy; 5+ ranks in Athletics; 5+ ranks in Melee Weapons | Athletics check vs the attack roll (2 RP). Success: +Soak equal to your Athletics ranks against that attack (double on a critical success). |
Frenzy
Tier 1 · Stance · 2 Strain
Combat, Stance
Requires: 1+ ranks in Athletics; 1+ ranks in Melee Weapons
Spend 2 Strain to enter a frenzy lasting rounds equal to your Fortitude. You can pay 2 more Strain to extend it when it ends.
While frenzied: resistance to nonmagical bludgeoning, piercing and slashing; +1 melee damage per 2 Athletics ranks; 1 Advantage on Fortitude saves and saves vs MENTAL; 1 Disadvantage on Might and Reflex saves; no CONCENTRATE actions; your melee attacks lose Finesse, Agile, Disarm and Parry.
Reckless Strike
Tier 2 · 2 AP
Attack, Combat, Taxing, Maneuver
Requires: Frenzy; 2+ ranks in Athletics; 2+ ranks in Melee Weapons
Once per turn, make a melee attack with 1 Advantage, then suffer equal Disadvantage (minimum 1) on Might and Reflex saves until the start of your next turn. Per 3 Athletics ranks you may spend 1 Strain for +1 more Advantage (and +1 more Disadvantage).
Push: take 1 Strain to use this for 1 AP instead of 2.
Whirlwind Attack
Tier 3 · 2 AP
Attack, Combat, Taxing, Maneuver
Requires: Frenzy, Reckless Strike; 5+ ranks in Athletics; 5+ ranks in Melee Weapons
Once per turn, make one melee attack roll against each chosen creature within your reach; each makes a Might save against it. Critical success: no damage; success: half; failure: full; critical failure: double. Roll damage once.
Push: take 1 Strain to use this for 1 AP instead of 2.
Whirlwind Attack II
Tier 4 · 2 AP
Attack, Combat, Taxing, Maneuver
Requires: Whirlwind Attack; 9+ ranks in Athletics; 9+ ranks in Melee Weapons
As Whirlwind Attack, but make two attack rolls. Each target saves against both; add damage from each failed save (one damage roll), then apply Soak and resistances.
Push: take 1 Strain to use this for 1 AP instead of 2.
Frenzy II
Tier 2
Combat, Stance
Requires: Frenzy; 5+ ranks in Athletics; 5+ ranks in Melee Weapons
While frenzied: 1 Advantage on flat checks to end persistent damage and on Dazed and Staggered checks, and your melee weapons gain Thrown (20 ft).
Brutal Blow
Tier 2 · Reaction
Attack, Combat, Reaction, Maneuver
Requires: Frenzy; 2+ ranks in Athletics; 2+ ranks in Melee Weapons
Trigger: Your melee attack reduces a creature to 0 HP or less.
Attack a different creature in reach with the same weapon (2 RP). Excess damage from the killing blow is added to this attack's damage.
Push: take 1 Strain to use this reaction for 1 RP instead of 2.
Leap Attack
Tier 2 · 2 AP
Attack, Combat, Maneuver, Move
Requires: Frenzy; 2+ ranks in Athletics; 2+ ranks in Melee Weapons
After leaping at least 10 ft toward the target, attack and also roll Athletics. If both beat the target's defense, roll damage with Fortune.
Push: take 1 Strain to use this for 1 AP instead of 2.
Furious Resilience
Tier 2 · Reaction
Combat, Reaction, Maneuver
Requires: Frenzy; 5+ ranks in Athletics; 5+ ranks in Melee Weapons
Trigger: You're hit by an attack you're aware of.
Athletics check vs the attack roll (2 RP). Success: +Soak equal to your Athletics ranks against that attack (double on a critical success).
Push: take 1 Strain to use this reaction for 1 RP instead of 2.