Skip to content

# 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.

#### Reckless Assault

While Rage is active, spend 1 additional AP on any attack to gain +2 to the roll, but grant Advantage to the next attack made against you.

#### Wound Hunger

When you take a new Consequence, your Rage bonus immediately applies to your next attack roll without waiting for your next turn.
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.

#### Frenzy

Once per scene, make two Reckless Assault attacks in the same turn. Each carries the same bonuses and penalties.

#### Pain Engine

While Last Breath is active, your Rage bonus from Consequences is doubled.
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.

#### Unstoppable Rampage

During Bloodstorm Wrath, move through enemies as if they were difficult terrain and attacks gain Advantage against any creature that damaged you this combat.

#### Death's Defiance

When Bloodstorm Wrath activates, immediately restore your Mental Stress Pool to full as fury overrides your mind's limits.

## 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.

#### Blood Scent

Once per scene, when an enemy within 15m takes a Consequence, you may move up to half speed as a free action toward it.

#### Run Down

When you hit a creature after moving at least 4m toward it, it suffers -1 to its next defend 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.

#### Gore Path

When you reduce a creature's Physical Stress Pool to 0 during Relentless Maul, immediately move up to half speed and make one free Basic Attack against a different creature.

#### Break Their Line

Creatures you push with Relentless Maul cannot take Reactions until the start of their next turn.
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.

#### No Escape

Your Prey cannot Disengage from you. If it moves away from you, you may move up to half speed as a Reaction toward it.

#### Finish the Hunt

Once per scene, when your Prey is reduced to a Consequence, immediately gain 2 AP. This AP must be spent before the end of your turn.

Solid required progression · Dashed optional node requires the one above it