List | Feature |
Berserk Fighting Style |
***Do or Die*** Allows dual weapon combinations to use the Flurry special effect, provided that each subsequent attack utilises the alternating weapon. RQ& pg 135 |
Berserk Fighting Style |
***Shield Splitter*** Permits clubs and axes to roll the weapon’s damage twice and pick the best result, but only when using the Damage Weapon special effect against shields. Rq6 pg 135 |
Ability |
***Blood Sense*** Traces of blood can be sensed at a distance of half its INS in kilometers.(Mythras Core 214-218) |
Ability |
***Camouflaged*** Attempts to spot suffer a penalty to Perception of two difficulty grades. |
Combat Style Trait- Close Combat |
***Intimidating Scream*** Style encourages frequent yells and bellows in combat to intimidate foes, making any psychological resistance rolls inflicted on an opponent one grade harder. Mythras pg 89 |
Ability |
***Frenzy*** When wounded or exposed to a particular substance Willpower roll or enter a frenzy. Duration = CON rounds. Combat actions only on attack or move towards combat - no spells, parries,evades. No fatigue, immune to mental control, no detrimental effects of Serious Wounds, although a Major Wound will still incapacitate.Press Advantage has no effect on it. If still alive, once the frenzy finishes the creature automatically gains a fatigue level of Exhausted. |
Ability |
***Night Sight*** Partial darkness as illuminated and darkness as partial darkness.(Mythras Core 214-218) |