Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
So, I was wanting to do a traditional berserker-type and have made a
martial school for it. This is the first school I've made, so I would
appreciate any comments about balance and ideas you have.
Now, you will note I have broken with the rule of no martial
schools for the Fight skill, but I couldn't think of a more appropriate
skill for this one than that, so I tried to make it a little less
powerful than the true martial skills to reflect it can be used with
(or without) any weapon. Plus Fight seems so thematically appropriate
for berserkers.
The Red Tide
Those warriors who are swept away by the Red Tide lose themselves
to the blood-lust in their souls. They cease to care about defending
themselves, intent only on doing harm. When a warrior is new to the
Tide they are often almost as much of a danger to themselves and their
friends as to their enemies. But with time, the few that do survive
learn to retain a small degree of control and become fearsome killing
machines – but they are never quite so dependable and safe to fight
with as their allies would like.
While riding the Red Tide you may not use any other martial or
esoteric techniques, nor cast spells. Any actions that require
concentration or finesse are likewise beyond you. You are about one
thing only – dealing death. When using any of the techniques below you
cannot take any Parry or Dodge actions, nor use called shots (Expert
and Master Dice may be used as normal).
When the Red Tide ends you are fatigued and may not re-enter a
frenzy until you are able to rest for half an hour, or unless something
incredibly serious happens to raise your anger (GM’s discretion).
The Red Tide is used with Body+Fight.
The Red Tide Rises (1 point):
You fight with a ferocity born of complete loss of control. For the
rest of the fight you must attack any available threat, including your
allies if no enemies are available. Whilst you are in a frenzy your
combat pool is increased by +2d. All those who attack you receive a +1d
to their pools. The Red Tide Rises cannot be used as part of a multiple
action except to attack more than one foe. At any point you may attempt
to fight off the Red Tide by making Command + Vigor roll with a
Difficulty of 8.
The Tide Washes Over You (2 points): The
warrior no longer suffers penalties for having the torso boxes filled
with Shock damage. Likewise a head full of Shock damage does not knock
you out. This technique can be used together with The Red Tide Rises
and its effects end when your frenzy ends.
Embrace the Red Tide (3 points): You
cause a Morale Attack equal to your 2+ your Command Stat when you enter
melee with a new set of opponents whilst under the effects of The Red
Tide Rises. The Difficulty to end the frenzy is now 5.
Ride the Red Tide (4 points): The
warrior is at one with the frenzy of battle. The warrior may ignore all
damage effects (such as useless limbs) until the frenzy ends. Severed
limbs still ‘inconvenience’ the character as normal. If a character
takes enough damage to kill them during this time they may continue to
fight on for a number of rounds equal to the Width of a Body + Vigor
roll, but healing during this time has no effect. This effect applies
whenever any other technique in this list is being used.
One with the Red Tide (5 points):
The warrior who Embraces the Red Tide does an extra point of damage
(Killing or Shock, as applicable) when attacking. This can be used in
conjunction with The Red Tide Rises. In addition the warrior can now
end the frenzy at will to avoid attacking allies.