Berserker
Posted: Mon Aug 31, 2020 9:40 am
Hey all,
First attempt at any auxiliary rules. One of my players is interested in playing a Berserker in our up-coming first BFRPG campaign, and the current 'Barbarian' options aren't quite right for them / my story.
What we both came up with was the idea of quite wild and savage warrior, from a tribal background, whom has an ancient war spirit within them.
The Berserker gets taken over by this Berserk Spirit whenever threatened or angered, and thus the character would be effectively be able to Berserk always, rather than x/day. This seems like a huge advantage over a Fighter, but the disadvantages obviously should balance this out.
From a story point of view, the Berserker keeps fighting until all enemies are defeated or out of sight. They cannot leave combat, and will focus on attacking the nearest enemy (so are unable to tactically help allies with a spell casting foe for example).
Mechanically, we have a penalty to AC, and a little old school mechanic of the GM recording the characters Hit Points while in combat, so they are not entirely aware of their Health until they fall over (The original rule this was taken from also stated no Healing Magic worked until the Rage was over). The story myself and my player are drawing our inspiration from also has Berserkers completely afraid of magic, and any visible magic being cast will cause them to flee - Thematically this is quite cool, but in terms of gameplay, its very boring for both the player / any other party spell casters / and me setting spell casting enemies. Maybe just a saving throw penalty against magic (that isn't mind affecting?).
Currently there is Rages/day listed, but ideally we want to get rid of that. Anyway, its a bit of a mess at the moment; and wanted to open up what I've written so far to see if anyone had any input.
Thanks!
Grim
(also I stripped the .odt just to work out the class, and if it was ever finalised would include the ogl of course).
First attempt at any auxiliary rules. One of my players is interested in playing a Berserker in our up-coming first BFRPG campaign, and the current 'Barbarian' options aren't quite right for them / my story.
What we both came up with was the idea of quite wild and savage warrior, from a tribal background, whom has an ancient war spirit within them.
The Berserker gets taken over by this Berserk Spirit whenever threatened or angered, and thus the character would be effectively be able to Berserk always, rather than x/day. This seems like a huge advantage over a Fighter, but the disadvantages obviously should balance this out.
From a story point of view, the Berserker keeps fighting until all enemies are defeated or out of sight. They cannot leave combat, and will focus on attacking the nearest enemy (so are unable to tactically help allies with a spell casting foe for example).
Mechanically, we have a penalty to AC, and a little old school mechanic of the GM recording the characters Hit Points while in combat, so they are not entirely aware of their Health until they fall over (The original rule this was taken from also stated no Healing Magic worked until the Rage was over). The story myself and my player are drawing our inspiration from also has Berserkers completely afraid of magic, and any visible magic being cast will cause them to flee - Thematically this is quite cool, but in terms of gameplay, its very boring for both the player / any other party spell casters / and me setting spell casting enemies. Maybe just a saving throw penalty against magic (that isn't mind affecting?).
Currently there is Rages/day listed, but ideally we want to get rid of that. Anyway, its a bit of a mess at the moment; and wanted to open up what I've written so far to see if anyone had any input.
Thanks!
Grim
(also I stripped the .odt just to work out the class, and if it was ever finalised would include the ogl of course).