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The Red Tide PDF Print E-mail
Written by NosyGoblin   
Saturday, 14 June 2008

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. 

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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
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