Difference between revisions of "Viking"

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'''Archetype:''' Physical Adept
'''Archetype:''' Physical Adept


'''Adept Powers:''' Improved Reflexes, Berserk, Berserker Rage, Mystic Armor, Pain Resistance, Spell Resistance
'''Adept Powers:''' Improved Reflexes [Rank:2 - PP:2.5], Berserk [Rank:1 - PP:1], Berserker Rage [Rank:1 - PP:1], Mystic Armor [Rank:2 - PP:0.5], Pain Resistance [Rank:2 - PP:0.5], Spell Resistance [Rank:2 - PP:1]


'''Mentor Spirit:''' Berserker
'''Mentor Spirit:''' Berserker

Revision as of 15:21, 5 December 2018

Player Name: Heriziark

Character Name:

Runner Name: Viking

Gang Name:

Other Alias:

Race: Human

Hometown: Seattle

Gang Affiliation: Berserkers

- The Berserkers is a gang based in the Seattle sprawl that runs Ballard. It is into protecting its turf, usually leaves other gangs alone, and have ties to smugglers. They are into Nordic mythology, making themselves look like Norse warriors and gods. The Berserkers have ties to smugglers.

Qualities:

- POSITIVE: Ambidextrous [-4]; Exceptional Attribute (Magic)[-14]; Mentor Spirit (Berserker)[-5]; Night Vision [-2]

- NEGATIVE: Poor Self Control (Combat Monster)[+10]; Distinctive Style (Viking)[+5]; Dead Emotion (Fear)[+5]; Did You Just Call Me Dumb? [+3]; Superhuman Psychosis [+2]

Archetype: Physical Adept

Adept Powers: Improved Reflexes [Rank:2 - PP:2.5], Berserk [Rank:1 - PP:1], Berserker Rage [Rank:1 - PP:1], Mystic Armor [Rank:2 - PP:0.5], Pain Resistance [Rank:2 - PP:0.5], Spell Resistance [Rank:2 - PP:1]

Mentor Spirit: Berserker

Those who follow the path of Berserker love fighting just for the sake of fighting, be it with words, fists, or spells. He is the greatest of all warriors, capable of wading into battle without fear, and he will wage his war singlehandedly if necessary.

- ADVANTAGES: +2 dice pool modifier for Composure Tests and 2 free levels of Mystic Armor or Pain Resistance, or 1 free level of each

- DISADVANTAGES: Berserker’s followers have very short fuses. Whenever someone strongly disagrees with you (gamemaster’s discretion), you must pass a Charisma + Willpower (3) Test to keep from striking out against the offender. If the test fails, the attack can be in any form you choose (fist, spell, etc.), but it must have the intent to cause damage.