EPRP - Berserker Cross Classes Pt. 2
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Warlord
Charging into combat as a symbol to follow, these lords lead from the front lines.
This class requires at least a 8 Ferocity and 8 Resilience.
Starting Health: 125
Starting Stamina: 75
Starting Skills: One Chosen Skill from Berserker, Once Chosen Skill from Guard, Triumphant Cry
Triumphant Cry
Type: Instant
Cost: 10 Stamina
Acquired: Warlord Class
Usable at the beginning of the turn. This skill increases each ally’s offensive rolls by +2 until the end of their turn. This also affects the user.
Front Lines Leader: Use Triumphant Cry at least 5 turns in a row with at least 4 allies in your party.
Reward: Triumphant Cry now increases the Count of affected allies by 4. +1 Combat Skill, +1 Resilience, +1 Creativity
Lunatic
Absolutely insane, these fighters put themselves into the fray with no regard for their own health as they release a torrent of damage on their targets.
This class requires at least a 8 Ferocity and 8 Speed.
Starting Health: 50
Starting Stamina: 150
Starting Skills: One Chosen Skill from Berserker, Once Chosen Skill from Speedster, Rampage!
Rampage!
Type: Instant
Cost: 50 Stamina
Acquired: Lunatic Class
Active at the point that the warrior takes damage which would put them negative, they suddenly become Berserk, lose all of their Resilience, and gain Ferocity equal to their lost Resilience. This lasts for 3 of their turns, and during this time they will refuse to fall down, no matter how much damage is taken. At the end of this skill, if the user is beyond their Death threshold, they will recover just enough health to be put one point from Death, and will then go unconscious, as per the rules.
Rampant Insanity: After activating Rampage! defeat at least 3 enemies, and survive to tell the tale.
Reward: Rampage! now costs 65 Stamina, but lasts 4 turns, and adds 6 Count to the user during the course of the skill. +25 Stamina, +1 Ferocity, +1 Creativity
Scavenger
Tribal warriors who scour the lands and can make materials out of just about any kill. They know how to let nothing go to waste.
This class requires at least a 8 Ferocity and 8 Awareness.
Starting Health: 150
Starting Stamina: 50
Starting Skills: One Chosen Skill from Berserker, Once Chosen Skill from Treasure Hunter, Picking the Bones
Picking the Bones
Type: Passive
Acquired: Scavenger Class
Scavengers will often find more materials that smiths can use to make weapons and armor. They will also find bonus ammo for weapons when recovering them. Scavengers can often find usable materials off of any monster.
Give and Take: Provide a smith with enough parts from a kind of monster to have a set of armor and weapon made.
Reward: Picking the Bones now allows the user to immediately know the unenchanted properties of any weapon so they may immediately use it. +25 Health, +1 Awareness, +1 Creativity
War Painter
Partially masochistic, these warriors can paint their allies and ready them for combat, giving them a spiritual boost.
This class requires at least a 8 Ferocity and 8 Creativity.
Starting Health: 100
Starting Stamina: 100
Starting Skills: One Chosen Skill from Berserker, Once Chosen Skill from Artist, Mark of Valor
Mark of Valor
Type: Active
Cost: 10 Health & 10 Stamina
Count: 2
Acquired: War Painter Class
Paints this mark on the user or an ally, and for the next 5 turns the marked character takes, all of their offensive and defensive rolls are increased by 2.
Blood Mark: Use Mark of Valor 5 times in a single combat and don’t receive healing, but end the combat conscious.
Reward: Mark of Valor now lasts for 10 turns. +25 Health, +2 Creativity
Warlock
The embodiment of danger, Warlocks collide into melee to over-power their enemies with a barrage of magic, and a whirlwind of attacks. The problem with Warlocks is they can run out of juice quickly.
This class requires at least a 8 Ferocity and 8 Willpower.
Starting Health: 75
Starting Stamina: 125
Starting Skills: One Chosen Skill from Berserker, Once Chosen Skill from General Practitioner, Burning Out
Burning Out
Type: Instant
Cost: Variable
Acquired: Warlock Class
When dealing damage at melee, this skill may be activated to immediately cast a spell following the attack. The spell must be a single-turn spell, and may not cost any stamina more than the damage the enemy received (after their defenses.) This skill can activate a spell cast while Berserk, but the spell will cost twice its normal amount.
Deadly Decisions: Spend more than 100 Stamina on Burning Out in a single combat and win.
Reward: Burning Out no longer limits spell costs by the amount of damage an enemy receives. +1 Combat Spell, +1 Creativity, +1 Willpower
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