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Berserker Fury

Superpower (Power)

EFFECT

Cost 8 JP
Activate 4 PP; full-round action
Sustain 4 PP per round
Range self; Power Resistance no

DESCRIPTION

The superhero has the ability to slip into an adrenaline-fueled rage, much like the berserker class. The superhero must start a Berserker Fury at the beginning of his round, and he must spend the round howling, screaming, gnashing his teeth, and generally acting like an angry blitzball fan. At the beginning of his next round, the superhero can act normally, with a +4 to Strength, +4 to Constitution, and a +2 morale bonus to Will saves, but a -2 to AC. His Constitution increase increases his HPs by 2 per character level, and disappear immediately when the Fury ends.

While in a berserker fury, the superhero cannot use skills or abilities that require patience and concentration, such as moving silently or casting spells. The superhero also cannot use ranged attacks, unless it is physically impossible to attack opponents in mêlée. The superhero must charge into hand-to-hand combat, if at all possible.

A fit of berserker fury lasts for a number of rounds equal to 3 + his (newly improved) Constitution modifier. The superhero can always end the fury prematurely by expending a standard action to calm down. Each round that the superhero remain in a fury costs an additional 4 PP. If the superhero runs out of power points, his fury ends.

After his berserker fury ends, the superhero experiences a brief bout of fatigue (-2 Strength, -2 Dexterity, cannot charge or run), which lasts for five rounds. The superhero cannot enter another berserker fury until this bout of fatigue has passed. This fatigue cannot be reduced or mitigated in any way and applies even to normally fatigue-immune characters, but can be cured as normal.

Enhancements and limitations
  • Enhancement: Increased Brutality (Cost: 6 JP per level): Each level of this enhancement increases the bonuses granted by a berserker fury. For each level of this enhancement, the superhero gains an additional +2 to Strength, +2 to Constitution, and +1 morale bonus to Will saves. The superhero also suffers an additional -2 penalty to his AC. The number of Hit Points gained also increases by 1 per level. However, the cost to activate and sustain this power increases by 2 PP per level of this enhancement, as well. The superhero can take this enhancement up to 3 times, for a final total of +10 to Strength, +10 to Constitution, +5 morale bonus to Will Saves, 5 Hit Points per level, and -8 to his AC, for a cost of 10 PP to activate, and sustain per round.
  • Enhancement: No Fatigue (Cost: 3 JP): The superhero is no longer fatigued when coming out of a berserker fury. Additionally, the superhero can immediately reactivate this power the round after a fury ends, thus, only staying out of a fury for a single round.