Berserker

File:Berserker.png
Berserkers are Wilders who have become overwhelmed by the ferocity of The Wild. They are, at best, barely maintaining a sense of humanity and sanity, relatively calm when left undisturbed but becoming overtly aggressive when stressed. Berserkers are just a hair's width away from crossing the line of a Wilder into someone completely possessed by The Wild. Like all Wilders, they posses a body enhanced with great strength, speed, and senses. Berserkers often favor outlandish weaponry, hand crafted for brute force or maximum carnage. This seems to best fit their moody personalities.

## Stat Card

**Core Stats**

* **Points** - 18
* **Movement** - Normal
* **Wounds** - 1
* **Base Size** - Normal
* **Acts** - 2
* **Morale** - 5

**Roles**

* Onslaught
* Critical Strike

**Special Rules**

* **Majority Rule - Frenzy** - The uncontrollable ferocity of a Berserker feeds other Berserkers around him, causing them to become enraged and extremely deadly when in packs.
DUF Gains X + 1 Orange Dice or Black Dice (your choice) not to exceed the number of Berserkers in the DUF.* **Feral Charge** - Berserkers are never found in the back of a combat.
Berserkers can never be Hindered.* **Pack Mentality** - Berserkers fight in Wilder Packs, relying on each other and feeding of each other's rage.
DUF generates +1 Black Die for every 3 Berserkers (round down) in the DUF if Berserkers are not using their Majority Rule.

## Lore

Berserkers are Wilders who teeter on the edge of a complete fall into possession by The Wild. They are the silent, yet terrifyingly dark members of their packs, harboring a deep, dark side which can explode when under stress. Within a pack, Berserkers serve the role as protectors and front line combatants. Should a pack member come under attack by a creature of the wild, he can rest assured that en enraged Berserker will be there shortly. Due to their ferocity, Berserkers often have the strongest physiques of other Wilders in a pack. They are known for their great strength and speed and ability to sow total carnage. When enraged, they seem impervious to pain and injury, seeking instead to kill their prey at all costs.

As functional members of a Wilder Pack, Berserkers are most often kept away from non-Wilders as they are relatively unstable. They do not like loud noises and do not respond well to over stimulation. This doesn't mean that Berserkers will simply snap and start enacting violence, but most packs feel it best to make sure that they don't risk it. Aside from that, Berserkers find a home in packs because packs understand them and their mental states the best. Berserkers often communicate best not through language but through body movements, glances, and posture. This is something that all Wilders know and understand as they are all animals at heart.

## In Battle

Berserkers in battle are as if wild animals. Once they succumb to their inner rage, they will stop at nothing to destroy their foes. Berserkers often wield exotic, hand-made weaponry fashioned for the worst possible pain and gore that they can produce. It is reflective of their explosive and deadly personalities. Berserkers often dress themselves in the skins of the beasts they have killed in the Great Forest. Their dress is often very intimidating, dawning animal heads complete with fangs still intact. They will wear teeth and bones as necklaces around their necks and have other animals parts such as paws hanging from their belts. These act not only as a symbol of their ferocity but also as a warning that the Berserker wants to send to others.

Return to Forest Tribes Army

--Neil (talk) 18:17, 17 October 2016 (AST)