Berserker

Playability

Easy
Strength
Constitution

The berserker is a melee oriented fighter with a preference for uncontrolled, aggressive battle styles. He will usually specialise in two or three weapons with an emphasis on heavy melee weapons. The Berserker has access to a number of movement-oriented skills as well as some outdoor and in-fighter skills.

Berserkers are both feared and admired. Allies value their raw power and unrelenting ferocity, but often worry about their unpredictable nature and tendency to charge headlong into danger. Enemies quickly learn that provoking a Berserker is a mistake they rarely survive to repeat.

Weapon Categories

10

All except rifles, grenades and heavy guns

Magic Categories

0
None

Tech Categories

0
None

Skill Categories

30

Class Specific Bonuses

  • +10 class bonus to weapon category of choice.
  • +5 to the Movement skill category.
  • +5 to the Outdoor skill category
  • +5 to any class skill category (not weapons)
  • Calculate your fatigue threshold from this formula: (Co+Co+Bo) / 3
  • Battle rage: Lasts 1d4 rounds - costs 1 AP concentration. The berserker is fatigued with -1 to AP when the battle rage ends.
    • 1 extra melee attack with no penalty
    • can continue fighting until reaching -50 HP.
    • can only make aggressive actions.
    • defensive bonus is halved.

Class Restrictions

Can never learn skills from the Defence Category.

Recommended Professions

Vowless
Physical
Standard
Ironclad
Combined
Easy
Pitmaster
Combined
Standard

Ability Rolls for Streamlined Character Creation

Strength
Constitution
Boldness
Quickness
Agility
Intuition
Self Discipline
Creativity
Presence
Empathy
Memory
Reasoning
80 + 2d10
80 + 2d10
60 + 4d10
60 + 4d10
10d10
10d10
10d10
10d10
20 + 6d10
20 + 6d10
20 + 6d10
20 + 6d10

Recommended Skills

No items found.

Ability Prioritization Explained

Core Abilities
Strength: Your primary engine for damage, grapples, and overwhelming melee pressure. It powers Melee Expertise, Brawling, and Athletics, letting you break lines, shove, and finish fights fast.
Constitution: Keeps you swinging through pain and exhaustion. It sustains Outdoor hardships and punishing Movement bursts, and anchors your battle-rage windows and overall fatigue tolerance.

Supporting Abilities
Boldness: Fuels your fearless, all-in style—pressing the attack, ignoring pain, and committing to risky openings. It synergizes with class features that reward aggression and long pushes.
Quickness: Decides initiative and how often you can capitalize on openings. It sharpens your step-in/step-out timing, chase-downs, and recovery between heavy swings.

Important Abilities
Agility: Refines your footwork, accuracy, and balance—vital for closing gaps, dodging counters with Movement, and landing precise hits when you aren’t just brute-forcing.
Intuition: Helps you track prey, sense ambushes, and read terrain—key for Outdoor navigation and choosing the right moment to charge or disengage.
Self Discipline: Tempers burnout and tunnel vision. It helps you manage fatigue, pace your rage, and stay just controlled enough to avoid costly overextensions.
Creativity: Useful for improvised takedowns, using the environment, and unpredictable attack lines when brute force alone won’t do.

Minor Abilities
Presence: Not a social/command build; intimidation comes more from your reputation and results than charisma.
Empathy: Little application for a class focused on raw offense with no healing or soothing magic.
Reasoning: Tactical planning matters less than momentum; your kit rewards decisive action over analysis.
Memory: Nice for lore and routes, but far from essential compared to your physical priorities.