Berserker
Berserkers are warriors who embrace pain and fury as weapons. They thrive in the heart of battle, drawing strength from their wounds and unleashing devastating force on their enemies. In ELDRA, near-death becomes a weapon.
Root Node · 1 CLA
Berserker
You do not suffer the narrative penalties of any Consequences during combat.
Path of Fury
T1 · 1 CLA
Rage
Gain a bonus to physical damage and movement equal to your highest filled Consequence box: Mild=+1, Moderate=+2, Severe=+3. The bonus fades if you have no active Consequences.
T2 · 1 CLA
Last Breath
Once per session, spending 1 AP, gain Physical Defense and Elemental Defense each equal to your highest filled Consequence box for up to 1 hour. Pain hardens your body into armor.
T3 · 1 CLA
Bloodstorm Wrath
Once per session, when you would be Taken Out, stay conscious and immediately take one full uninterrupted turn. All weapon attacks deal +1d6 damage. You are immune to being Taken Out during this turn. At the start of your following turn, you collapse unless stabilised by an ally.
Path of the Reaver
T1 · 1 CLA
Pursuit Frenzy
When you deal melee damage, gain +2m movement until the end of your next turn. If you move at least 4m straight toward a creature before attacking it, gain +1 to the attack roll.
T2 · 1 CLA
Relentless Maul
Once per scene, spend 2 AP to enter Relentless Maul until the end of your next turn. During it, the first creature you hit each turn is pushed 2m or knocked Prone. If it is already Prone, deal +1d6 damage instead.
T3 · 1 CLA
War Hound
Once per session, spend 1 AP to choose one visible creature as your Prey for the scene. Against your Prey, gain +2 to attack rolls, ignore difficult terrain, and your movement cannot be reduced by that creature's effects. The first time each round you hit your Prey, it loses 1 AP on its next turn.
Solid required progression · Dashed optional node requires the one above it