- During combat, at the start of their turn, a Berserker may attempt to go berserk by rolling 2d6 >= to their Wisdom score.
- Damage received since the start of their last turn may be added as a modifier to their berserk roll.
- Berserkers may attempt this roll (once per round) as often as they like.
- Must melee attack every round. Even if only targets are "friends." If there are no known targets left alive Berserker will run off in random direction looking for something to murder.
- Will not use ranged weapons, stop to heal, etc.
- Will run/charge to get into melee range.
- Will use most damaging (preferably two-handed) weapon.
- Will not use a shield other than to bash with. Does not gain any defensive benefit from shields.
- Immune to to charm and the like.
- Receives bonus vs fear, command, moral checks, and the like equal to their level.
- to hit and/or damage bonuses of the typical sort. Leaning towards double damage.
- While berserk, at the end of their turn, a Berserker may attempt to calm the fuck down by rolling 2d6 <= their Wisdom score.
- Damage they dealt during their turn must be added as a modifier to their calm down roll.
- If Berserker is knocked unconscious/asleep/temporarily killed their berserker rage is over.
It has the feeling of wild rage I think of when picturing Berserkers. I espcially like the roll above/below Wis. But, it's kind of a FU to other players. This douche will be killing hirelings and characters in uncontrollable rages. Anything that makes Berserker less douchey also lessons the "risk" of going berserk.
I don't know what else to use as the "risk". Being tired afterwards is not a big deal. Other balancing mechanics; X per day is supa-lame. Loss of hitpoints / new stamina stat are annoying, can be gamed with healing, and are obscured versions of x per day mechanics.
? Make the calm down roll mandatory every round. To hit/damage/AC penalties, during post berserk period. Limit Berserker to one rage per "combat".
? May deberserk at will. To hit/damage/AC penalties, during post berserk period. Limit Berserker to one berserk roll attempt per "combat".
* Alfar are Fey (elves) who were enticed by Stargate SG-1 Asgard Grays to abandon their Mythic heritage. They've assumed Earth's Norse mythology and culture, with few wrinkles. Such as instead of going a viking in Dragon Longships they swoop down from the sky aboard flying Swanships. Having learned how to harness inertia dampeners salvaged from a crashed Asgard Mothership for flight.