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on July 28, 2006 at 2:16:14 pm

Fury Tokens

Click on the link above for questions relating to fury tokens.


Berserker DR and Magic Weapons

Per the rulebook: "Berserkers gain damage reduction just as if they wore armor." Magic penetrates armor, so it penetrates berserker DR.



Berserk Mind

If a berserker is affected by Dominate or another charm effect, and then activates berserk mind, the effect is suppressed for the duration of the berserk mind ability. Of course, the berserker would need a reason to activate the ability: it's reasonable they would do so in a combat situation if that is their standard tactic, but in many other cases (especially out of obvious combat) the GM would need to veto any 'gamey' use of this ability.


Primal Howl

Q: By the RAW, it appears that a free action howl (10 tokens) produces a higher default DC than does a standard action (2 tokens). Should the DC be based on extra tokens spent, or are quick howls naturally more terrifying?


Add the words “a minimum of” in front of the token costs. It’s not that a quicker howl is more scary, it’s that being more angry lets you howl more quickly.

Also, the Berserker ability Primal Howl has a duration in rounds = 2 + your Constitution modifier. (2 + Charisma modifier is a common house rule that also works well)


Ultimate Battle Rage

The increased bonuses to "stats" refers to all numeric bonuses offered by berserk speed, mind or strength.

Thus the bonuses would be +6 Str & Con (berserk strength), +6 Dex and +6 squares movement (berserk speed) or +6 to all saves (berserk mind, plus the immunity to mind-affecting effects).


Furious Throw

Each use of this ability uses one attack from your attack routine. The reason to get it is so that, if you have attacks left but no-one in reach for a melee attack (you’re out of movement, or they are flying, for example) you can still attack by spending some tokens.


March of Ruin

Q: How do March of Ruin and Improved Overrun combine?


Basically, they don't. Improved Overrun doesn't allow the opponent to dodge, so the Will save imposed by March of Ruin is irrelevant (they don't "wish" to block you: they simply can't get out of the way).


I'd allow a PC to give up the benefits of Improved Overrun (including the +4 bonus) if he was in a situation where he preferred to make people get out of the way (e.g. when something very large was between him and his target).


The house rule some people are using of "They have to make the saving throw and if they fail, they are still in the way but are treated as if they are shaken for the purposes of the opposed roll." seems pretty cool. If you like the flavor of that better, use that instead.


See Overruns for more information about this ability.

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