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Beserker!


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Hola,

I have a player who'd like to convert a character from 3e to Hero ... he was playing a Barbarian. I was wondering how people would create the Rage ability that all Barbarians have. Would it be considered an Enraged with some added stats only when Enraged?

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If I'm not mistaken, D&D only allows a barbarian to rage a certain number of times per day, whereas taking Enraged as a limitation in Hero could conceivably have you going nuts every 5 minutes all day long.

 

If you want to keep the D&D feel, don't take Enraged as a limitation, buy all your rage powers and stats with continuing charges, and add a Side Effect (probably mind control: to fight and fight, to simulate the fact that he won't be running away while in his rage).

 

Of course, I may be misinterpreting the rage rules for D&D. I've never bothered to buy any rules for it since 1st edition....

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IIRC the version of berserker that was in the old Vikings campaign classics supplement attached a side effect to berserker rage which was a 60 pt. BODY/STUN/END drain. Apparently historical berserkers were useless for about a day after berserking. They also charged into combat naked.

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Extra Characteristics and possibly CSLs Only When Enraged/Berzerk is what you want, I think.

 

Link it all together and add Continuing Charges to it if you want the number of times he can do it each day limited. Also add a Side Effect to reflect the fatigue afterward if you want, probably a big STUN or END Drain (possibly with delayed recovery rate).

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Hmm in third Barbarians get more con(for Hp's ) and more str and something else, darned iF I can remember, essentially purchase the power as something along the lines of +10 STR, +5 Body (both of which affect figured Characteristics)of 1 continuing charge (until the character has enough xp's to buy up the frequency) recovers automatically per day. That should be close, Also for the not caught flat footed part of the deal for Barbarians look at the Talents/Skills.

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Originally posted by Old Man

IIRC the version of berserker that was in the old Vikings campaign classics supplement attached a side effect to berserker rage which was a 60 pt. BODY/STUN/END drain. Apparently historical berserkers were useless for about a day after berserking. They also charged into combat naked.

 

Or wearing animal skins and usuallythey had been eating a large amount of Magic Mushrooms and doing that for most of their lives. Sometimes they'd go beserk and go out and beat up bolders, sure beats group therapy.

HAaa haa beats get it? OHH HOOE HOE. CHORTLE

meh

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Originally posted by AnotherSkip

Hmm in third Barbarians get more con(for Hp's ) and more str and something else, darned iF I can remember, essentially purchase the power as something along the lines of +10 STR, +5 Body (both of which affect figured Characteristics)of 1 continuing charge (until the character has enough xp's to buy up the frequency) recovers automatically per day. That should be close, Also for the not caught flat footed part of the deal for Barbarians look at the Talents/Skills.

 

What I'd do is bump up your HTH damage (not CSL's) and increase your speed. withperhaps +10 BODY no fiured charistics.

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Rage 1/Day

Cost Power END
Rage, all slots: 1 Continuing Charges lasting 1 Minute each (-1), Side Effects (-5 STR, -5 Dex, -3" Run for 1 Minute after Charge elapses), Side Effect occurs automatically whenever Power is used (-1/2), Cant use any Full Phase actions or anything requiring Concentration (-1/4)
5 1) +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); No Figured Characteristics (-1/2)
3 2) +5 CON (10 Active Points); No Figured Characteristics (-1/2)
3 3) +5 BODY (10 Active Points); No Figured Characteristics (-1/2)
4 4) +5 EGO (10 Active Points)
4 5) +2 with HTH Combat (10 Active Points)
-4 6) -2 with DCV (-10 Active Points)
Powers Cost: 15
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Rage 2/Day

Cost Power END
Rage, all slots: Side Effects (-5 STR, -5 Dex, -3" Run for 1 Minute after Charge elapses), Side Effect occurs automatically whenever Power is used (-1/2), 2 Continuing Charges lasting 5 Minutes each (-1/2), Cant use any Full Phase actions or anything requiring Concentration (-1/4)
5 1) +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); No Figured Characteristics (-1/2)
4 2) +5 CON (10 Active Points); No Figured Characteristics (-1/2)
4 3) +5 BODY (10 Active Points); No Figured Characteristics (-1/2)
4 4) +5 EGO (10 Active Points)
4 5) +2 with HTH Combat (10 Active Points)
-4 6) -2 with DCV (-10 Active Points)
Powers Cost: 17
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Rage 3/Day

Cost Power END
Rage, all slots: Side Effects (-5 STR, -5 Dex, -3" Run for 1 Minute after Charge elapses), Side Effect occurs automatically whenever Power is used (-1/2), 3 Continuing Charges lasting 5 Minutes each (-1/4), Cant use any Full Phase actions or anything requiring Concentration (-1/4)
6 1) +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); No Figured Characteristics (-1/2)
4 2) +5 CON (10 Active Points); No Figured Characteristics (-1/2)
4 3) +5 BODY (10 Active Points); No Figured Characteristics (-1/2)
5 4) +5 EGO (10 Active Points)
5 5) +2 with HTH Combat (10 Active Points)
-5 6) -2 with DCV (-10 Active Points)
Powers Cost: 19
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Rage 4/Day

Cost Power END
Rage, all slots: , 4 Continuing Charges lasting 5 Minutes each (+0); Side Effects (-5 STR, -5 Dex, -3" Run for 1 Minute after Charge elapses), Side Effect occurs automatically whenever Power is used (-1/2), Cant use any Full Phase actions or anything requiring Concentration (-1/4)
7 1) +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); No Figured Characteristics (-1/2)
4 2) +5 CON (10 Active Points); No Figured Characteristics (-1/2)
4 3) +5 BODY (10 Active Points); No Figured Characteristics (-1/2)
6 4) +5 EGO (10 Active Points)
6 5) +2 with HTH Combat (10 Active Points)
-6 6) -2 with DCV (-10 Active Points)
Powers Cost: 21
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Greater Rage

Cost Power END
Rage, all slots: , 4 Continuing Charges lasting 5 Minutes each (+0); Side Effects (-5 STR, -5 Dex, -3" Run for 1 Minute after Charge elapses), Side Effect occurs automatically whenever Power is used (-1/2), Cant use any Full Phase actions or anything requiring Concentration (-1/4)
10 1) +15 STR, Reduced Endurance (0 END; +1/2) (22 Active Points); No Figured Characteristics (-1/2)
9 2) +10 CON (20 Active Points); No Figured Characteristics (-1/2)
7 3) +8 BODY (16 Active Points); No Figured Characteristics (-1/2)
9 4) +8 EGO (16 Active Points)
8 5) +3 with HTH Combat (15 Active Points)
-6 6) -2 with DCV (-10 Active Points)
Powers Cost: 37
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Rage 5/Day

Cost Power END
Rage, all slots: , 5 Continuing Charges lasting 5 Minutes each (+1/4); Side Effects (-5 STR, -5 Dex, -3" Run for 1 Minute after Charge elapses), Side Effect occurs automatically whenever Power is used (-1/2), Cant use any Full Phase actions or anything requiring Concentration (-1/4)
11 1) +15 STR, Reduced Endurance (0 END; +1/2) (26 Active Points); No Figured Characteristics (-1/2)
11 2) +10 CON (25 Active Points); No Figured Characteristics (-1/2)
9 3) +8 BODY (20 Active Points); No Figured Characteristics (-1/2)
11 4) +8 EGO (20 Active Points)
11 5) +3 with HTH Combat (19 Active Points)
-7 6) -2 with DCV (-12 Active Points)
Powers Cost: 46
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Rage 6/Day, no longer winded

Cost Power END
Rage, all slots: , 6 Continuing Charges lasting 5 Minutes each (+1/4); Cant use any Full Phase actions or anything requiring Concentration (-1/4)
15 1) +15 STR, Reduced Endurance (0 END; +1/2) (26 Active Points); No Figured Characteristics (-1/2)
14 2) +10 CON (25 Active Points); No Figured Characteristics (-1/2)
11 3) +8 BODY (20 Active Points); No Figured Characteristics (-1/2)
16 4) +8 EGO (20 Active Points)
15 5) +3 with HTH Combat (19 Active Points)
-9 6) -2 with DCV (-12 Active Points)
Powers Cost: 62
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Damage Reduction:

1 Damage Reduction 1/-: Damage Resistance (1 PD/1 ED), Hardened (+1/4)
2 Damage Reduction 2/-: Damage Resistance (2 PD/2 ED), Hardened (+1/4)
4 Damage Reduction 3/-: Damage Resistance (3 PD/3 ED), Hardened (+1/4) (4 Active Points)
5 Damage Reduction 4/-: Damage Resistance (4 PD/4 ED), Hardened (+1/4) (5 Active Points)
Total Damage Reduction Cost: 5 at 20th level

Uncanny Dodge

Cost Skill
2 Uncanny Dodge: +1 vs. Traps
4 Uncanny Dodge: +2 vs. Traps
6 Uncanny Dodge: +3 vs. Traps
8 Uncanny Dodge: +4 vs. Traps
10 Uncanny Dodge (Can't be Flanked): +4 with DCV (20 Active Points); Only vs Multiple Attackers (-1)
10 Uncanny Dodge (Dex Bonus to AC): Defense Maneuver: I-IV
Total Uncanny Dodge Cost: 28 at 20th level

 

Fast Movement: Running +2" (8" total), Reduced Endurance (0 END, Affects Base; +1/2) (12 Active Points)
Total Fast Movement Cost: 12 at 1st level
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I seen a programme on the Discovery channel about the Viking berserkers. The wives would pick the Magic mushrooms in Autumn and make a kind of tea from it. Then the women would collect thier piss and brew a kind of beeer from that. That is what the vikings would drink on the longships before they went on a raid. No wonder they went nuts.

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