Shark
SHARK
Shark is a cold and relentless hunter. His power is
known to all who live near the sea. When Shark strikes,
he does so without mercy, driven into a frenzy by the
blood of his prey. Shark magicians tend to be wanderers,
always on the move. They are fierce and deadly
warriors. A Shark magician believes the only good enemy
is a dead enemy. If challenged, he does not waste
time with threats or boasts but strikes to kill.
ADVANTAGES
All: +2 dice to Unarmed Combat Tests
Magician: +2 dice for spells, preparations, and spell rituals of the Combat category
Adept: Free Killing Hands DISADVANTAGES You might go berserk when you take Physical damage in combat. Every time it happens, make a Simple Charisma + Willpower Test (wound modifiers apply). You go berserk for 3 turns minus 1 turn per hit, so 3 or more hits averts the berserk rage entirely. If you’re already going berserk, increase the duration. When you’re berserk, you go after your attacker(s) without regard for your own safety. If you run out of targets before the time’s up, you keep attacking their bodies. Similar Archetypes: Hunger, Violence CRB 323-324
All: +2 dice to Unarmed Combat Tests
Magician: +2 dice for spells, preparations, and spell rituals of the Combat category
Adept: Free Killing Hands DISADVANTAGES You might go berserk when you take Physical damage in combat. Every time it happens, make a Simple Charisma + Willpower Test (wound modifiers apply). You go berserk for 3 turns minus 1 turn per hit, so 3 or more hits averts the berserk rage entirely. If you’re already going berserk, increase the duration. When you’re berserk, you go after your attacker(s) without regard for your own safety. If you run out of targets before the time’s up, you keep attacking their bodies. Similar Archetypes: Hunger, Violence CRB 323-324