The Pirates Of Atlantis
A character with this Disadvantage tends to become extremely angry and lose control of himself when confronted by certain situations or stimuli. (Alternately, despite this Disadvantage’s name, it can reflect things other than anger — panic, enthusiasm, conditioned reflexes, and the like. It all depends on how you structure the Disadvantage and roleplay the character.)
A character with Enraged must specify a set of circumstances that initiates the frenzy (encountering Lemurians, while in combat, when innocents are threatened, when he smells blood, or the like).
The character also decides how easily he becomes Enraged and recovers from being Enraged. Every Phase a character is in a situation where he can become Enraged, he should roll his chance to give in to fury. If he rolls less than or equal to his roll, he becomes Enraged; otherwise, he maintains control of himself. Once Enraged, he can attempt to recover from the frenzy in certain circumstances (see below).
When a character becomes Enraged, he mindlessly attacks the individual (or object) that Enrages him. He attacks with no regard for defending himself (he cannot use defensive maneuvers, such as Dodge or Block, or take actions the GM considers primarily defensive, may not apply any Combat Skill Levels to DCV, and ignores other targets or teammates in need of help.
An Enraged character typically uses his most familiar or often-used offensive weapon/attack at full strength while Enraged, but the GM may allow him to use other attacks in the interest of common sense, dramatic sense, or balanced game play.
An Enraged (or Berserk) character cannot use any powers that have the Limitation Concentration, and at the GM’s option cannot use any powers that take Extra Time longer than an Extra Segment.
Once an Enraged individual finishes with his target, he must roll his chance of recovery. If he rolls less than or equal to his recovery change, he calms down and regains control of himself. If he fails, he remains Enraged and vents his anger on other targets (animate or otherwise), starting with the targets most closely related to his original target.
Other circumstances besides defeating a target that allow a character to roll to recover from being Enraged include: the character runs out of END; when someone attempts to snap him out of it (sometimes a dangerous task); or any other situation the GM believes might calm him down. The character gets a free attempt to recover from being Enraged in Post-Segment 12 if he hasn’t attempted to recover in that Turn.
Enraged is most oft en chosen as a Disadvantage for villains, since it’s not very heroic. When a PC has an Enraged, it usually occurs Infrequently at best; otherwise the character is likely to hurt someone and suffer the consequences. This Disadvantage is especially inappropriate for characters who are stealthy or who make a point of keeping their “cool.”
As an optional rule, the GM can allow characters to buy a form of Enraged called Berserk. Berserk is worth more than an Enraged, since there’s a much greater chance the character will attack his friends or cause undesirable havoc.
Berserk characters can’t tell friend from foe; they automatically attack whoever’s in front of them or nearest to them until they Knock Out or kill that target. The Berserk character then attacks the nearest visible target.
A Berserk character uses his most familiar or often used offensive weapon/attack at full strength while Berserk. He may use no defensive maneuvers or abilities (like Dodge or Block), and must apply all of his Combat Skill Levels to OCV or increasing damage (none to DCV).
|15||Very Common Circumstances|
|Value||Chance to Become Enraged|
|+ 0||8 –|
|+ 5||11 –|
|+ 10||14 –|
|Value||Chance to Recover|
|+ 0||14 –|
|+ 5||11 –|
|+ 10||8 –|