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The Berserker Class focuses on combat above all else. They are more focused on weaponry/fists and destruction, learning how to destroy and break down their opponent. They study what breaks a person and how to do it quickly and efficently. They don't follow orders and rules when it comes to ending something and they play dirty. Outside abilities/talents/skills you teach yourself for your character, they do not excel in magikal talent or other such focuses.

Below is a list of advantages and disadvantages you pick to replace advantages/disadvantages you might have or simply add to your character's list for flavor. For every advantage you pick you have to pick a disadvantage, however.

You can also choose to replace one of your character's racial excel and decel stats with one of the Berserker's choices.

Excel Stats: Strength, Stamina, Energy (1 level up gives you 10 points in each.)

Detriment Stats: Magik Offense, Magik Defense, Mind (2 level ups give you 5 points in each.)

 

Class Advantages/Disadvantages:

Advantage: You can double your strength for 1 minute when you are incrediblely angry.

Advantage: You can pick up on foreign weapons easier, coupled with certain talents below.

Disadvantage: Sometimes when you enter a rage, you have trouble telling friend from foe.

Disadvantage: Spiritual attacks and magik attacks hurt you double.

 

When you reach Lv. 25 with the Berserker, they can either be upgraded to Supreme Fighter Class or Master of Arms Class.

 

If you have an idea for a talent/ability/skill not listed below you fill fits into the Class listed, speak with the GM to create it. If it too advanced, he might just inform you it will go into the Advanced Class version of the Class.

 

Talents:

1) Focus: Berserkers have to focus their mental combat skills and anger and rage into a keen spot of focus. This talent is more important than one realizes due to the simple fact that Berserkers have to face a lot along the way of combat, and situations. Below are the various tiers. This is very close to an ability, and by taking this it will open up abilities.

Tier 1 - Meditative State. Whenever a Berserker meditates and focuses their energy, when they have time to do so, depending on the length of time they are able to sit and do so, they are able to be more focused and able bodied during combat, capable of seeing and focusing their attacks more directly and precisely, and seeing things they might not normally see. This is aided more with perception and mind stats being higher. 1 Class Level Cost

Tier 2 - Inner Focus I: If a Berserker can find time within a combative situation to stand there and take a minute to breathe in and out, focusing their spiritual flow and mana and energy, they can sharpen their senses and be alert to incoming blows easier and prepare to strike faster and more alertly than before, allowing them to fight better than before. 2 Class Level cost

Tier 3 - Inner Focus II: The same as above, only the time of focus is cut down to 30 seconds instead of a minute. 2 Class Level cost

Tier 4 - Split Second Focus: This is similiar to Tier 2 and 3 but this can only be used once. This also unlocks an ability tree named after this Tier, which will let you open it up more than once. This allows the person to take their inner focus and instead of 30 seconds to focus their talents to into combative prowness, they can do it a in a split second. 2 Class Level cost

Tier 5 - Outer Focus. Allowing the Berserker to focus outward, they attuned to details in their environment when it comes to combat/battle. When a battle is going on, they are able to notice details of their environment others might notice, as well as unusual enemies and combative focuses of others. 1 Class Level cost

Bonus Tier 1 - You chart your path from here. Speak with the GM. ? Class Level cost

Bonus Tier 2 - You chart your path from here. Speak with the GM. ? Class Level cost

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2) Berserker Dual Wielding: Those with this talent have focused on perfecting their natural talent of wielding two weapons at once, putting to use primary and secondary weapons to use. With each tier, this leaves you with less penalities for wielding two weapons at once, though you will never be as good as a Rogue at it, this is more for Berserkers.

Tier 1 - Dual Wielding Fists: This focuses on your fists as you dual wield them together. You can begin to perform chains with rapid punches, so you can take this tier into other abilities and skills below. 1 Class Level cost

Tier 2 - Dual Wielding Short Blades: This focuses on dual wielding smaller weapons, allowing you quickly use them for parrying and striking more quickly than you would without this tier. The faster your reflexes and speed, the better you will be at moving with shorter blades for striking with it, along with melee weapons. 1 Class Level cost

Tier 3 - Dual Wielding Swords: This focuses on the swords dual wielding aspect of the talent tree, allowing you to wield them both. This works on the same logic as Tier 2. 1 Class Level cost

Tier 4 - You chart your path from here. Speak with the GM. ? Class Level cost

Tier 5 - You chart your path from here. Speak with the GM. ? Class Level cost

Bonus Tier 1 - You chart your path from here. Speak with the GM. ? Class Level cost

Bonus Tier 2 - You chart your path from here. Speak with the GM. ? Class Level cost

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3) Defense Stance: The defensive stance, while nearly an ability, is more of a talent as it's self-taught to protect you from damage and once you ground in, you're not influence you're stats and you're not attacking. This helps you take damage before you can unleash an ability or skill against an enemy.

Tier 1 - Defensive Footing: This allows you to find your footing against basic attacks that would knock you over; it will not stop any damage, merely help you against the weakest of attacks meant to knock you over, like someone trying to barrell past. It takes a few seconds to shift so you need time to form up as the person runs at you. 1 Class Level cost

Tier 2 - Solid Ground: A more superior version of the tier above, this allows you to shift into this stance faster to stop basic barrelling into you and basic attacks instantly to pervent people trying to escape your clutches. 2 Class Level cost

Tier 3 - Quick Stance Dodge. This factors heavily in with your speed and reflex stats as well. If you feel you cannot dodge an attack, or the GM warns you, if you use this tier you can attempt to dodge the attack altogether with a rapid shuffle move, or at least move your fatal areas. 2 Class Level cost

Tier 4 - Defensive Stance Form 1. Forming up with your weapons or your own arms/armor, you are able to block certain attacks that come in at you, turtling up to take damage. If it's clear you cannot take the attack, you can fall back on Tier 3 above and use it instead. This allows you to take full strikes from enemies up to a certain number before it breaks. It depends on the strength of the enemy and your own stats before this form breaks 1 Class Level cost

Tier 5 - Defensive Stance Form 2. The same as above, only it can take more damage before shattering. 2 Class Level cost

Bonus Tier 1 - You chart your path from here. Speak with the GM. ? Class Level cost

Bonus Tier 2 - You chart your path from here. Speak with the GM. ? Class Level cost

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4) Mental Split: This allows a Berserker to split pieces of themselves off to deal with various situations; some use it to become stone cold killers, others use to survive torture where information might be given, others use to detatch themselves during combat to do battle. Below is a few tiers, while the rest is up to the player to fill out.

Tier 1 - Combative Split. During combat, this split allows you to detatch yourself, if you feel it necessary to get a job done, from yourself so you can focus on the task at hand; it will allow you to shelf the emotional carnage you might feel to the side to deal with later when you reunite it with your main mindset when you have the time to deal witih it. 1 Class Level Cost

Tier 2 - Torture Split. If you are being tortured, you can split off a piece of yourself to deal with the pain; this allows you to find a place within yourself as you're being tortured so you can try not to give up the information the enemy might want from you, no matter how vital it may be. The problem is after it's all over, you have to deal with it sooner or later. 3 Class Level cost

Tier 3 - You chart your path from here. You can choose many different paths; the GM can give you different ideas on how to proceed. ? Class Level cost

Tier 4 - You chart your path from here. Speak with the GM. ? Class Level cost

Tier 5 - You chart your path from here. Speak with the GM. ? Class Level cost

Bonus Tier 1 - You chart your path from here. Speak with the GM. ? Class Level cost

Bonus Tier 2 - You chart your path from here. Speak with the GM. ? Class Level cost

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5) Anger Management I: The berserker can learn to channel their anger into useful management properties, especially for abilities and skills below. You need to have taken Focus above to take this.

Tier 1 - Managing Anger I. Learning to channel anger is the hardest part anyone can do. By learning to channel basic anger issues, the berserker can learn to channel and focus their problems. This allows you to pick a stat to increase by 20. 1 Class Level Cost

Tier 2 - Managing Anger II. Learning to channel anger is the hardest part anyone can do. By learning to channel basic anger issues, the berserker can learn to channel and focus their problems. This allows you to pick a stat to increase by 20. 2 Class Level Cost

Tier 3 - Managing Anger III. Learning to channel anger is the hardest part anyone can do. By learning to channel basic anger issues, the berserker can learn to channel and focus their problems. This allows you to pick a stat to increase by 20. 2 Class Level Cost

Tier 4 - Anger into Action. You can opt to pick one benefital option from this: you can void yourself of emotions during battle to get the job done or you can instead double your strength temporarily. 1 Class Level Cost

Tier 5 - You chart your path from here. Speak with the GM. ? Class Level cost

Bonus Tier 1 - You chart your path from here. Speak with the GM. ? Class Level cost

Bonus Tier 2 - You chart your path from here. Speak with the GM. ? Class Level cost

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6) Anger Management II: The berserker can learn to channel their anger into useful management properties, especially for abilities and skills below. You need to have taken Anger Management I above to take this.

Tier 1 - Anger into Peace I . The berserker is capable of fighting much better than most people, but has a sense of serenity in them despite their name. They find it harder to be goaded into fights with this. 1 Class Level Cost

Tier 2 - Anger into Peace II . Despite pain, the berserker can control anger that might well up unlike most people and can channel that into strength instead of being overwhelmed by it. Goading them is much more difficult. 1 Class Level Cost

Tier 3 - Anger into Serenity. This berserker is able to channel their anger when and how they want it and rarely flies off the handle. Goading them is next to impossible. However, when they do let loose and lose their temper, it's bad. Very bad for you. When they do lose control of their anger with this tier and it's decided by the player and agreed on by the GM, all stats are doubled for a time. Friend or foe is in trouble but the person who caused it is the main focus. 1 Class Level Cost

Tier 4 - Sensing Anger. You are able to sense anger and dubiousness in others easier. If a person is anger toward another or you, you can pick up on it instantly. You can feel anger in people rolling off like waves, even if you don't know why. This will let you know if someone is against you or someone near you. 1 Class Level Cost

Tier 5 - You chart your path from here. Speak with the GM. ? Class Level cost

Bonus Tier 1 - You chart your path from here. Speak with the GM. ? Class Level cost

Bonus Tier 2 - You chart your path from here. Speak with the GM. ? Class Level cost

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7-8 Talents will be filled in later. Keep in mind you can make your own berserker talents.

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Abilities:

1) Thick Skin: This allows you to take more damage in combat before your skin bursts open with grevious wounds. Granted, some attacks will rip through you no matter what, but below are various benefits from thicker skin - it does not mar your beauty.

Lv. 1: You can focus your energy into making your skin thicker to prevent damage. This is a constant flow and will slowly drain your energy until you stop using it or your energy is used up. 1 Class Level Cost

Lv. 2: This uses up half the energy but it still drains continually to protect you. 1 Class Level Cost

Lv. 3: If you have spirit you can supplement it for energy to drain, but it drains much faster than energy does. 1 Class Level Cost

Lv. 4: Your own level to make up ? Class Level Cost

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2) Why Won't You Fall? I: This allows you to remain standing when all odds say you should have fallen to the ground, broken and bloodied, before your foe, and be KOed and defeated.

Lv. 1: If you're knocked down with a very powerful strike from a powerful foe who is within 30 levels of you (the GM will let you know when you attempt to use this level) you can get back up with your stats at 1/3rd their normal state except stamina, since stamina is needed to use this ability. Stamina Cost: 40 / 1 Class Level Cost

Lv. 2: If you're knocked down with a very powerful strike from a powerful foe who is within 30 levels of you (the GM will let you know when you attempt to use this level) you can get back up with your stats at 1/2th their normal state except stamina, since stamina is needed to use this ability. Stamina Cost: 80 / 2 Class Level Cost

Lv. 3: If you're knocked down with a very powerful strike from a powerful foe who is within 30 levels of you (the GM will let you know when you attempt to use this level) you can get back up with your stats at 3/4ths their normal state except stamina, since stamina is needed to use this ability. Stamina Cost: 120 / 2 Class Level Cost

Lv. 4: If you're knocked down with a very powerful strike from a powerful foe who is within 30 levels of you (the GM will let you know when you attempt to use this level) you can get back up with your stats at full power except stamina, since stamina is needed to use this ability. Stamina Cost: 160 / 3 Class Level Cost

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3) Why Won't You Fall? II: This allows you to remain standing when all odds say you should have fallen to the ground, broken and bloodied, before your foe, and be KOed and defeated.

Lv. 1: If you're knocked down with a very powerful strike from a powerful foe who is within 100 levels of you (the GM will let you know when you attempt to use this level) you can get back up with your stats at 1/3rd their normal state except stamina, since stamina is needed to use this ability. Stamina Cost: 50 / 2 Class Level Cost

Lv. 2: If you're knocked down with a very powerful strike from a powerful foe who is within 100 levels of you (the GM will let you know when you attempt to use this level) you can get back up with your stats at 1/2th their normal state except stamina, since stamina is needed to use this ability. Stamina Cost: 90 / 2 Class Level Cost

Lv. 3: If you're knocked down with a very powerful strike from a powerful foe who is within 100 levels of you (the GM will let you know when you attempt to use this level) you can get back up with your stats at 3/4ths their normal state except stamina, since stamina is needed to use this ability. Stamina Cost: 130 / 2 Class Level Cost

Lv. 4: If you're knocked down with a very powerful strike from a powerful foe who is within 100 levels of you (the GM will let you know when you attempt to use this level) you can get back up with your stats at full power except stamina, since stamina is needed to use this ability. Stamina Cost: 170 / 3 Class Level Cost

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4) Rage Focus: Berserkers are able to take rage and anger and use it various practical manners during combat and outside, focusing their abilities. Look at a few levels below. You can only take this if you took the Talent tree Focus above.

Lv. 1: When a Berserker becomes incrediblely angry due to something, their strength increases incrediblely. This allows you to raise your strength by 100 points but you are blind to friend or foe during this state and it only wears off once the GM states it. / 2 Class Level Cost

Lv. 2: You are able to channel the rage from the previous level; you only get a 40 strength boost but you can tell who is who. You have to remember which level you want to pick for which benefits. / 1 Class Level Cost

Lv. 3: By focusing your anger into your strength you can increase your cap level by two levels on strength and mind. 1 Class Level Cost

Lv. 4: You can create your own level. ? Class Level Cost

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5) Fists of Pain: When a Berserker has fallen back onto their fists because they have been disarmed or made weaponless, this ability is vital because it enhances the damage they can make their hands do. It doesn't necessarily make them a hand to hand expert, and certainly having a high H2H stat helps, but this is to do high damage quickly when in a sticky situation.

Lv. 1: By focusing energy, you can do increased damage. This allows you to increase your strength into your fists by 40 points temporarily for 1 minute. Energy Cost: 30 / 1 Class Level Cost

Lv. 2: By focusing energy, you can do increased damage. This allows you to increase your strength into your fists by 60 points temporarily for 1 minute . Energy Cost: 50 / 1 Class Level Cost

Lv. 3: By focusing energy, you can do increased damage. This allows you to increase your strength into your fists by 80 points temporarily for 1 minute . Energy Cost: 70 / 2 Class Level Cost

Lv. 4: By focusing energy, you can do increased damage. This allows you to increase your strength into your fists by 100 points temporarily for 1 minute . Energy Cost: 90 / 2 Class Level Cost

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6) Managing Anger Abilities: If you have taken both Anger Management Talents, than this ability is open to you to take advantage of. Each is one time per session use.

Lv. 1: While not losing yourself to a berserker rage, you can one time per session double your strength for 30 seconds and unleash as many attacks as you can possiblely manage before your energy runs out. 3 Class Level Cost

Lv. 2: If a psion or mystic tries to invade your made, you can unleash anger you've saved up inside yourself by splitting it off and attempt to overwhelm their mind. Energy Cost: 60 / 1 Class Level Cost

Lv. 3: If you take a deadly blow that should take you down, you can use your anger as fuel to keep moving for a few more minutes to keep attacking. This drains your stamina until it hits 0. 2 Class Level Cost

Lv. 4: You can unleash all your special attacks back to back against an enemy but it leaves you KOed afterward. Energy Cost: 140 / 3 Class Level Cost

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7-8 Abilities will be filled in later. Keep in mind you can make your own berserker abilities.

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Skills:

1) Berserker Slash: This allows you to build your own unique version of the Slash attack, culiminating in a super powerful version on Level 4 known as God Slash. The first three levels you can make up to uniquely suit your own character's playstyle.

Lv. 1: You chart your path from here. Speak with the GM. ? Class Level cost

Lv. 2: You chart your path from here. Speak with the GM. ? Class Level cost

Lv. 3: You chart your path from here. Speak with the GM. ? Class Level cost

Lv. 4: God Slash. This powerful strike is powered by a combination of your energy, and if you have mana you can pump it into the strike as well. The devastating blow is able to cut through tier 7 armor like butter. It also allows you to open the God Slash Special Attack, which you can speak with the GM about building to your special needs. Energy Cost: 80 / 3 Class Level Cost

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2) Attack Barrage: This is a constant attack torrent begun by the Berserker that can be devastating, but certain levels have certain disadvantages of leaving you open to counter attacks.

Lv. 1: The Berserker begins their opening barrage with their weapon of choice, committing themselves to the attack and beginning a 15 second long attack fire where they cannot stop, rapidly attacking so fast that they get multiple hits in, but are left open to retaliation if it's dodged/another enemy comes in. The faster they are, the more attacks can be done in the 15 seconds and the stronger they are the more damage each attack will do. Energy Cost: 80 / 1 Class Level cost

Lv. 2: The Berserker begins their opening barrage with their weapon of choice, committing themselves to the attack and beginning a 30 second long attack fire where they cannot stop, rapidly attacking so fast that they get multiple hits in, but are left open to retaliation if it's dodged/another enemy comes in. The faster they are, the more attacks can be done in the 30 seconds and the stronger they are the more damage each attack will do. Energy Cost: 120 / 2 Class Level cost

Lv. 3: This allows the Berserker to stop either level 1 or 2 immediately if they have enough energy. Energy Cost: 80 / 1 Class Level cost

Lv. 4: This allows the Berserker to stop either level 1 or 2 immediately if they have enough energy. Energy Cost: 40 / 2 Class Level cost

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3) ____ Strike: This branch of strikes can be crafted by the player to be what they need it to be. You can go for what suits you: 4 levels of quick strikes, or power strikes, or other things. You can work with the GM to build what suits your player best in making a nice strike that is meant to not be a full head on slash like above.

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4) Impale: This skill is definitely meant for weapon, unless you can craft it toward hand to hand. This is to impale your opponent and then fling them into other enemies.

Lv. 1: The most basic of impales, this works on armor tier 4 and lower. Depending on your strength stats and other factor, like how strong the enemy, at this point your goal is to simply impale. Energy Cost: 20 / 1 Class Level cost

Lv. 2: After impaling your foe at this level, the Berserker flings them at other enemies or obstacles nearby, going for more damage. Strength stat helps greatly. Certain enemies will resist being thrown. Energy Cost: 50 / 1 Class Level cost

Lv. 3: If you use this level, it allows you to attempt to impale mid-level normal enemies and tier 8 armor. Energy Cost: 80 / 1 Class Level cost

Lv. 4: This allows you once chance per session to impale a high end enemy or monster or boss and fling them, but will cost you a great deal of energy. If they are massive compared to you, it may injure your muscles. Energy Cost: 100 / 2 Class Level cost

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5) Pure Rage Smash: Channeling all your strength into your attack, you can draw energy/spirit points and anything else you might have for a deadly series of strikes against an enemy. This is an all out move and you make the four levels based on what your character can move to perform as much damage as you can possiblely manage.

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6) Multi-Hit: A multi-prong strike at close range that allows the user to strike the enemy all at once in three places, pinning or impaling or strangling. You base the four levels based on your weapons and strengths.

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7-8 Skills will be filled in later. Keep in mind you can make your own berserker skills.

 
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