EPRP - Berserker Cross Classes Pt. 1

Published by Eight Star in the blog Eight Star's Work Load. Views: 480

Well, since we've covered Warrior's cross-overs, let's go a step up. To Berserker cross-overs!

Brawler
Scary in hand to hand combat, a brawler just about lives for the melee.
This class requires at least 6 Ferocity and 6 Resilience.
Starting Health: 125
Starting Stamina: 75
Starting Skills: One Chosen Skill from Berserker, Once Chosen Skill from Worker, Pounder

Pounder
Type: Passive
Acquired: Brawler Class
Weapon Type: Unarmed
This skill passively increases its owner’s unarmed combat against non-monster species by +2, increasing rolls when both attacking with and defending against unarmed.

Clobberin’ Time: Using Pounder, defeat 5 non-monster enemies in a row without being defeated.
Reward: Pounder now gives a +4 bonus. +1 Ferocity, +1 Resilience, +1 Speed, +1 Creativity



Juggernaut
A class of characters that just keep coming. With each landed blow, they become more and more the unstoppable force.
This class requires at least 6 Ferocity and 6 Speed.
Starting Health: 125
Starting Stamina: 75
Starting Skills: One Chosen Skill from Berserker, Once Chosen Skill from Bolter, Over-Bearing

Over-Bearing
Type: Passive
Acquired: Juggernaut
With each consecutive hit on a single target, the owner of this skill gains +2 to their next roll to attack. This skill resets when an attack misses, or the target changes.

Unstoppable Force: As a Juggernaut, reach a +10 bonus with Over-Bearing.
Rewards: Over-Bearing no longer resets when changing targets. +25 Health, +1 Ferocity, +1 Creativity



Assassin
One with the darkness, an Assassin has one goal in mind; to eliminate their target with speed and precision, and without a chance for retaliation.
To be an assassin, a character must have at least one skill that provides Stealth, or take Lay in Wait from Scout, a character must also have at least 4 Ferocity and 6 Awareness.
Starting Health: 100
Starting Stamina: 100
Starting Skills: One Chosen Skill from Berserker, Once Chosen Skill from Scout, Assassinate

Assassinate
Type: Active
Cost: 15 Stamina
Acquired: Assassin Class
Weapon Types: Bladed Weapons
To use this skill, the user must be undetected by the target, and the target must be in melee. This skill allows the user to hit for free, and using a normal attack roll they may add twice their Ferocity and Weapon Damage to the blow. The enemy may not apply any damage reduction to the hit.

Dishonorable: Using Assassinate, take an enemy out in one blow.
Reward: The user may now activate Assassinate as an instant if they hit with a bladed weapon and roll double 11s or 12s. +1 Bladed Weapon Skill, +2 Creativity



Tribal
Dressed in colorful clothing or natural garments, these warriors grew up as ones with the natural order of things, and fight for their honor, and their ancestors.
This class requires a character have at least 6 Ferocity and 6 Creativity.
Starting Health: 75
Starting Stamina: 125
Starting Skills: One Chosen Skill from Berserker, Once Chosen Skill from Performer, War Dance

War Dance
Type: Active
Cost: 30 Stamina
Acquired: Tribal Class
The tribal dons the symbols of their people and starts dancing to a beat-heavy song. This inspires their allies and inspires dread into the hearts of their enemies. Allies within 15’ of the dancer gain +2 to rolls against the enemies. Enemies who can see the dancer are demoralized, and receive a -2 penalty to rolls directed against the dancer, or any of the allies within 15’ of them.
The tribal is able to move and attack while performing a war dance, but can only use up to 6 count in a turn. Once started, this skill continues for three turns, and the user must pay again to continue the dance.
Outside of combat, this skill energizes allies, and allows their next rest period to put them 25 stamina over their maximum.

Song of Ancestors: Cause 5 enemy attacks to miss you or your allies due to the penalty caused by War Dance.
Reward: War Dance now costs 5 less for each consecutive renewal of it, it also increases its buff to +3, debuff to -3, range to 20’, and count allowance to 8. +25 Stamina, +1 Ferocity, +1 Creativity



Shaman
Crazy combat antics come together with the skills of a medicinal healer.
This class requires at least a 6 Ferocity and 6 Willpower.
Starting Health: 125
Starting Stamina: 75
Starting Skills: One Chosen Skill from Berserker, Once Chosen Skill from Stalwart, Herbal Remedy

Herbal Remedy
Type: Active
Cost: 10 Stamina
Count: 2 or 5
Acquired: Shaman Class
Always seeming to have something on hand to treat what ails those around them. If used on an themselves or an ally within melee, this skill counts as a normal inventory action, taking 2 count. Herbal remedy can also be thrown for 5 count, and if thrown, then the base roll needs to make minimum for the range it’s thrown at.
The user rolls 2d12+Willpower, and the target heals the amount rolled. They are also cured of one level of Poison and one stack of Itchy. This healing counts as Plant Based, and won’t work on Fire Based creatures.

Healin’ Brew: Using Herbal Remedy, heal more than 100 Health in a combat.
Reward: Herbal Remedy now removes two stacks of Poison and Itchy. Brew Potion Skill, +2 Creativity

Brew Potion
Type: Active
Cost: 10 Stamina
Acquired: Healin’ Brew Award
Not usable in combat, the user takes some time to create a potion. The user rolls 2d12+Creativity. The user then chooses one of the rolled dice. A potion is made that, when consumed, will heal stamina equal to the chosen dice, and health equal to the remainder of the roll’s result. An empty container is required.
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