Kymara Subclass
Berzerker
Becoming a Berzerker is a choice. It is not a battlefield promotion, not an honor bestowed by superiors, and certainly not something that happens by accident. It is a deliberate, irreversible transformation.
History
Radiogeneticism is a controversial gene therapy practiced within the Kymara—a brutal, transformative process that grants warriors extraordinary physical capabilities at the cost of profound biological and psychological change. Through controlled exposure to radioactive isotopes and targeted genetic manipulation, Kymara who undergo this therapy become Berzerkers: living weapons whose bodies metabolize radiation, whose neurons fire at accelerated rates, and whose very cells become engines of destruction.
The therapy emerged from desperation. Centuries ago, when a young Kymara commander named Sybilla Al-Masdoor faced a fatal genetic illness, gnomish geneticists from Bailbor developed an experimental radiation treatment that didn't just cure her—it fundamentally rewrote her biology. Her neurons regenerated at impossible speeds, her muscle density tripled, and her body developed the ability to absorb and weaponize radioactive energy. What began as a medical miracle became a military revolution.
Sybilla's transformation was accidental; every Berzerker since has made it deliberately.
Recognizing the military potential of her condition, Sybilla worked with the gnomish researchers to refine the process into a repeatable—if excruciating—gene therapy. She partnered with Titus Aurelius, a tactical genius who understood the strategic value of shock troops who could survive environments that would kill ordinary soldiers, and together they formed the first Kymara Cohort that integrated Berzerkers into its ranks.
Before her death in battle centuries ago, Sybilla established the protocols still used today: the candidate evaluations, the staged isotope implantations, the neural conditioning techniques. Her legacy isn't her power—it's the choice she codified. Every Berzerker since has known exactly what they're volunteering for, and they do it anyway.
Today, the therapy is administered by specialized gnomish bio-technicians embedded within Kymara Cohorts, with rural Cohorts in the Wastelands particularly adept at the practice due to abundant ambient radiation. The treatment remains dangerous, time-consuming, and agonizing, but for those who survive, it offers something no amount of training can provide: the ability to stand where others cannot, to fight when others fall, and to become something more—and less—than mortal.
Subclass Breakdown
A Berzerker is a living weapon forged by radiogeneticism. Their bodies metabolize radiation to fuel devastating combat abilities, from nuclear leaps to irradiated fury states that transform them into unstoppable forces of destruction.
Base Class
Kymara
Core Ability
Endurance / Strength
Aptitude Dice
d6
MAB
6
Additional Aptitude
Pick one Toolkit, Vehicle, or Skill of your choice
Radiogeneticism
Rad Points (RP)
Total: 10 + your Level + Endurance Modifier
Short Rest: regain half (rounded up). Long Rest: fully restore.
Radiation Dice
Starts at 1d6. Deals Radiation Damage.
Rad Focus Roll
1d20 + MAB. Used for subclass abilities that are not direct attacks.
Key Mechanics
Irradiated
Through intense exposure to radiation and advanced genetic modifications, your body is transformed. You wield the chaotic energy of radiation as a weapon.
Fallout Fever
You're a living Geiger counter. You can detect Radiation Sources within 20 m.
Martial Amplification
When an ability deals damage using your Subclass Dice, you can spend Subclass Points to add +1 Subclass Die to the damage roll per Point spent.
Core Subclass Feats
At level 4, choose two of the following Core Feats. You gain the remaining Feats automatically at level 5.
Blind Fixation
AP: 1 | RCore SynergyRange: 3 m. When an ally you can see targets a creature within Range, you may direct a flash of Radiation at them causing them to suffer –1 on their Defense Roll.
Atom Smasher
AP: 1 | QA/R | 1 RPYou channel your internal radiation into a single devastating strike. When making a Melee Attack you deal +1 Rad Dice of damage and the target is Stunned until the end of their next Turn.
Irradiated Fury
AP: 1 | QA/R | 3 RPDuration: 3 Rounds. You lose control—and in that chaos, you find power. Irradiated Bonuses: +1 AP per Turn, +5 m Speed, +2 to Melee Attack Rolls, +1 Rad Dice on all Damage Rolls, +3 to Strength and Endurance Skill Checks, hostile creatures within 2 m cannot move without passing a Reflex Defense Roll against your Rad Focus, Resistance to Radiation Damage. Irradiated Penalties: Your Armor becomes Vulnerable to all Damage Types, you cannot Weave Spells. After: Vulnerability to Thermal Damage until a Long Rest. Can be ended early at any time for 1 AP.
Nuclear Leap
AP: 1 | QA | 2 RPRange: 10 m. Radius: 3 m. Leap to an Unoccupied Space within Range. All creatures in the Landing Radius must make a Fortitude Defense Roll against your Rad Focus: On failure, creatures take 2 Rad Dice of Force Damage and are knocked Prone.
UV Counter
AP: 1 | R | 1 RPRadius: 2 m. When targeted by a Melee Attack you may use your Rad Focus instead of a Defense Roll. On success, you emit a burst of ultraviolet radiation, dealing 1 Rad Dice of damage to the attacker and Blinding all hostile creatures within the Radius until the end of the Round.
At level 4, you may also choose one Specialized Character Refinement (SCR).
Savage Tactics
All remaining Core Subclass Feats you did not select at level 4. +1 in any Ability Score of your choice.
Adept Path Choice
Choose your Adept Path—a specialization that reflects how you wield your radioactive power. Your path grants abilities at levels 6, 8, and 10.
Path of the Decay Field
Your body no longer rejects mutation—it weaponizes it. As your DNA deteriorates under constant exposure, your cells respond with raw regenerative chaos. The result: a radioactive field of ruin centered around your heartbeat.
Passive: While not wearing Heavy Armor, you do not provoke Opportunity Attacks when moving past hostile creatures.
Decay Field
AP: 2 | CA | 4 RPDuration: 3 Rounds. Radius: 4 m. Make a Rad Focus Roll to generate a radioactive field centered on yourself. For the Duration, whenever a creature enters or ends its Turn in the Radius: They take 2 Rad Dice of damage and must make a Fortitude Defense Roll against your initial Rad Focus Roll. On a failure, the creature suffers –2 to all Rolls and its Speed drops to 2 m. These penalties end as soon as the creature leaves the Radius.
Level 8
Decaying Expulsion
AP: 1 | QA/R | 3 RPWhen you deal damage to a creature inside your active Decay Field all creatures in the Radius must make a Reflex Defense Roll against your Rad Focus Roll. On failure roll a d6: On a 5–6, they take 2 Rad Dice of damage. On a 3–4, they are Confused until the end of the Round. On 2, they lose all Movement until the end of the Round. On a 1, nothing happens.
Level 10
Critical Decay
AP: 1 | QA/R | 4 RPYou may end Decay Field early to detonate its energy. All creatures within the Radius must make a Fortitude Defense Roll against a new Rad Focus Roll. On failure, creatures take 4 Rad Dice of damage, are knocked back 6 m, and fall Prone.
Path of the First Berzerker
Sybilla, the First Berzerker, was famed for her fearlessness and fury. You follow in her footsteps, charging headlong into enemy lines and shattering their will to stand.
Passive: Whenever you Shove, knock Prone, or cause Fear, you gain +2 m Speed until the end of your next Turn.
Unstoppable Charge
PassiveWhenever you take a Movement Action, you may target one creature within Melee Range. The creature must make a Fortitude Defense Roll against your Rad Focus Roll. On failure, the creature takes 1 Rad Dice of Bludgeoning Damage, is shoved 3 m, and falls Prone.
Level 8
Sybilla’s Fury
AP: 1 | QA/R | 2 RPAfter you have used a Movement Action, select up to three target creatures within Melee Range and make three consecutive Attack Rolls. If only one creature is targeted, they make only one Defense Roll. Each strike has a stacking –1 Penalty to Hit and +1 Rad Dice to Damage. If at least 2 attacks hit, the target becomes Frightened of you until the end of their next Turn.
Level 10
Groundbreaker
AP: 1 | QA/R | 4 RPRadius: 2 m. When activating a Movement Action each creature within Radius must make a Fortitude Defense Roll against your Rad Focus. On failure, they take 3 Rad Dice of Force Damage, are pushed 5 m, fall Prone, suffer –2 to their Morale, and are Frightened of you until the end of their next Turn.
Path of the Uranium Fury
Radiation fuels your fury, and with it comes refinement—depleted uranium, trace isotopes, and the power to turn gunfire into decay.
Passive: +2 to Attacks.
Radioactive Weapon
AP: 1 | QA/R | 2 RPYou infuse your next Weapon Attack with radioactive isotopes. On hit: Deal 2 Rad Dice of damage, ignoring Damage Resistances. If the target is wearing Armor or has Magical Shielding, deal +1 Rad Dice. This replaces your weapon’s normal damage roll.
Level 8
Damage Fallout
AP: 1 | QA | 1 RPWhen you inflict an Injury or over 5 Points of Overflow Damage to a creature with your Radioactive Weapon they suffer 1 Level of Irradiation, to a max of 3.
Level 10
Uranium Fever
PassiveWhen you deal damage with your Radioactive Weapon, the target gains 1 Level of Uranium Fever per hit. Level 1: Frightened of you for 2 Turns. Level 2: Target’s Armor is Vulnerable to Physical Attacks. Level 3: Target is Vulnerable to Radiation Damage. Level 4: Target loses –2 AP and –5 Speed for that Round.
Adept Bracket Pool
At levels 7 and 9, select one Feat from the Adept Bracket Pool. Each may be selected only once.
Defense & Offensive Feats
Ground n’ Pound
AP: 1 | QA | # RPWhen creatures fail their Defense Roll against Nuclear Leap spend 2 Rad Points per target (Max 5) to immediately make an Attack Roll against them.
Irradiated Ferocity
PassiveWhile Irradiated Fury is active, if you fail a Defense Roll against Confusion, Charmed, or Stunned, immediately re-roll with +2.
Reckless Fury
FA | 4 RPDuration: 3 Rounds. Gain +2 AP per Turn. After the Duration you suffer 1 Level of Exhaustion. Each subsequent use before a Long Rest gives 1 additional Level of Exhaustion.
Path-Specific Feats
Hold Still
AP: 1 | R | 2 RPDecay FieldWhile Decay Field is active, if a creature in the Radius attempts to leave, make a Contested Grapple Check. On success, they are Grappled and allies gain +3 to their Attack Roll against the target until they Escape.
Penetrating Power
AP: 1 | QA/R | 1 RPUranium FuryWhen you hit a target with a Radioactive Weapon, you may split the damage evenly between HP and THP.
Utility Feats
Accelerated Healing
PassiveDuration suffered for all Injuries is halved. When healed by a Potion or Spell, add an additional Rad Dice to received HP.
Adept Rad Dice Upgrade
PassiveYour Rad Dice are now 2d6 (treated as 1 Rad Dice). Gain +1 to your Rad Focus Rolls.
Heavy Weapon Enthusiast
PassiveWhile using a weapon with the Heavy Property, you gain +3 to Attack Rolls.
Nuclear EMP
AP: 2 | CA | 3 RPRadius: 6 m. Force all Cybernetic creatures and Systems within the Radius to make a Fortitude Defense Roll against your Rad Focus. On failure, they take 2 Rad Dice of Electric Damage and 1 Rad Dice of Radiation Damage. Non-Sentient Systems are disabled for 3 Rounds.
Nuclear Regeneration
AP: 1 | R | 3 RPWhile wearing no armor or armor with no THP, when taking Radiation Damage you can heal for up to half the damage taken.
Sleep is for the Weak
PassiveYou ignore the effects of Exhaustion Levels 1–2 entirely. Once at Level 3, penalties begin as though you were only at Level 1.
Core Feat Upgrades
At level 10, the following upgrades enhance your foundational subclass abilities from levels 4–5.
Blind Fixation Upgrade
PassiveRange Increases to 5 m. Targets now suffer –2 on their Defense Roll.
Atom Smasher Upgrade
PassiveIf the target is Stunned, you may immediately make a second Attack against a different creature within 2 m. This second attack does not consume AP, but may only occur once per use.
Irradiated Fury Upgrade
PassiveDuration increased to a maximum of 5 Rounds. All damage dealt with Melee Attacks gain an additional +1 Rad Dice. If you drop a creature to 0 HP, regain 1 AP immediately (once per Turn). When Irradiated Fury ends, release a pulse of Radiation: All hostile creatures within 2 m take 1 Rad Dice of damage.
Nuclear Leap Upgrade
PassiveIncrease Leap Range to 15 m and Landing Radius to 4 m. Creatures who fail their Defense Roll are also Stunned until the end of their next Turn. If at least 2 creatures fail, you regain 1 Rad Point.
UV Counter Upgrade
PassiveIncrease the Radius to 5 m.
Path to Mastery
At level 11, you receive a Master Synergy and choose your Master Path. You will gain additional abilities at levels 13 and 15.
Atom Bomb Baby
AP: 1 | RMaster SynergyWhenever an ally you can see uses a Feat or Spell that causes Radiation Damage, you can add +1 Rad Dice to their Damage Roll.
Path of Deepening Fury
As your body absorbs punishment, your mind slips deeper into a primal, radiated trance. You are no longer a soldier. You are a weapon left to burn until nothing remains.
Passive: While Irradiated Fury is active you gain Immunity to Radiation Damage.
Deepening Fury
AP: 1 | R | 4 RPDuration: Until Irradiated Fury ends. While Irradiated Fury is active, each time you take damage from a hostile attack you gain +1 Rad Dice, maximum of +3, to your damage with Melee Attacks.
Level 13
Meltdown
PassiveWhile Irradiated Fury is active, you gain +1 to Attack Rolls when: Your armor’s THP reaches 0. Your HP is at half. You use Final Stand.
Level 15
Radiation Reboot
AP: 1 | R | 8 RPWhile Irradiated Fury is active and you fall to 0 HP, you can instead: Gain 2 Rad Dice of HP. Gain Resistance to Non-Magical Physical Damage for the Duration of Irradiated Fury.
Path of the Fission Mutation
You’re no longer a carrier of radiation—you are a walking reactor. Your body replicates the chaos of nuclear fission, discharging raw power in bursts that ravage the battlefield... and your body.
Passive: When you deal Overflow Damage you can instead roll your Rad Dice for damage.
Fission Burst
AP: 1 | QA/R | 4 RPRange: 5 m Cone. When you deal Overflow Damage to a creature the damage cascades outward in a Cone. Each creature, beyond the first target, takes the Overflow Damage. The damage is reduced –1 Point for each meter it travels to the next creature.
Level 13
Amplified Overflow
PassiveYour Overflow Damage is always treated as Radiation Damage and bypasses armor THP.
Level 15
Degradation
AP: 1 | QA/R | 4 RPDuration: 5 Rounds. Radius: 5 m. When you would deal Overflow Damage, you can instead store it to release later in one burst. At the end of the Duration or activated using 1 AP, you release the built up Overflow Damage forcing all creatures in the Radius to make a Reflex Defense Roll against your Rad Focus. On failure, they take the stored damage as Radiation Damage.
Path of the Red Zone
Your presence bends aggression. Fueled by radioactive adrenaline and commanding presence, you become the epicenter of chaos—the zone no one can ignore.
Passive: +2 to your Rad Focus Roll and you may add +1 Rad Dice of HP when you level.
Red Zone Detonation
AP: 1 | QA/R | 3 RPDuration: 3 Rounds. Radius: 6 m. All creatures within the Radius must make a Will Defense Roll against your Rad Focus Roll. On a failure: They must spend their Movement to move closer to you. If able, they must target you with their next Action. You and all creatures within the Radius become Vulnerable to all Damage.
Level 13
Suppression Vector
PassiveWhile a creature is under the effects of Red Zone Detonation, any ally who deals damage to them adds +3 Rad Dice of damage.
Level 15
Morale Meltdown
AP: 1 | QA/R | 2 RPWhile a creature affected by Red Zone Detonation takes damage: Its Morale is reduced by –1. If the creature is Threat Level Significant or less it must make a Morale Check at the end of each of its Turns.
Master Bracket Pool
At levels 12 and 14, select one Feat from the Master Bracket Pool. Each may only be selected once.
Defense & Offensive Feats
Critical Adjustment
AP: 1 | QA/R | 5 RPWhen you roll a Critical Hit, you automatically deal the maximum amount on your damage dice. When a creature rolls a Critical Hit against you, it is treated as a normal attack.
Resurgence
AP: 1 | QA | 5 RPYou get knocked down, and you get up again! Gain +5 HP, +8 m Speed, and +3 AP until the end of the current Round. If Unconscious and you succeed on 2 Death Rolls, this activates automatically for free.
Unyielding Fury
PassiveWhile Irradiated Fury is active: Gain Immunity to Charmed, Frightened, and Confused Conditions. Gain +2 to all Defense Rolls against Spells and Magical Conditions.
Path-Specific Feats
Irradiated Persistence
PassiveDeepening FuryWhile Deepening Fury is active: Gain +2 to Fortitude Defense Rolls and Resistance to all Non-Magical Physical Damage.
Morale Obliteration
PassiveRed ZoneIf a creature is under Morale Meltdown, it suffers –2 to all Defense Rolls for the Round.
Threatening Advantage
AP: 1 | QA/R | 5 RPRed ZoneRange: 8 m. When you deal damage to a creature affected by Red Zone Detonation, all allies within Range may add 1 of their Subclass Dice to your damage.
Utility Feats
DNA Pliability Mutation
PassiveYou can equip two Standard Grade Fortitude-based Wetware that does not count towards your Chrome Capacity.
Elegant Touch
PassiveWhen rolling a Cognition-based Skill Check, add your Brute Force Skill Modifier.
Master Rad Dice Upgrade
PassiveYour Rad Dice are now 3d6 (treated as 1 Rad Dice). You may extend Irradiated Fury by 1 Round at the cost of 2 Levels of Exhaustion.
Mentally Physical
PassiveAdd Cognition Modifier to Strength, Endurance, or Agility Skill Checks.
Sub-dermal Armor
AP: 1 | QA/R | 3 RPDuration: Until THP is depleted, or a Full Short/Long Rest. When wearing broken or no armor you gain +40 THP, Resistance to Non-Magical Physical Damage, and Immunity to Minor Injury.
The Power of Friendship
PassiveRange: 15 m. If an ally within Range drops to 0 HP gain +4 to all Rolls and +1 AP until the end of your next Turn.
Thick Skinned
PassiveGain +1 to your Endurance Ability Score. When leveling, gain an additional +5 HP on top of your HP Dice roll (not retroactive).
Unburdened Athleticism
PassiveWhen wearing broken or no armor: +5 Speed, +5 to Initiative Rolls, +1 to Reflex Defense Rolls, Additional Attack Action costs 1 AP.
Pinnacle Path
At 16th level, you gain a Pinnacle Synergy and choose your Pinnacle Path—a transcendent expression of your strength, granting abilities at levels 16, 18, and 20.
Sponge
AP: 1 | RPinnacle SynergyRange: 2 m. Target an Irradiated creature within Range and take 1 Level of Irradiation as your own.
Path of the Euphoric Berserker
You are chaos incarnate, the apex of hormonal warfare. Your body floods itself with biochemical boosters—dopamine, endorphins, adrenaline—at will. You don’t fight for survival. You fight because your body loves to.
Passive: While any of your Feats with a Duration is active you do not suffer Opportunity Attacks.
Dopamine Rush
AP: 1 | QA/R | 4 RPDuration: 5 Rounds. When you deal damage to a creature, you gain +1 AP (Max +4 AP per Round). Additional AP does not carry over to your next Round. You ignore all Penalties from Injuries for the Duration.
Level 18
Endorphin High
AP: 1 | R | 2 RPDuration: 5 Rounds. Once per Round when you take damage, gain Resistance to that Damage Type for the rest of the Round. This resets at the beginning of each Round.
Level 20
Joy of Destruction
AP: 1 | RFinal SunderingWhen Dopamine Rush or Endorphin High ends, Irradiated Fury activates at no cost and you recover up to half your maximum Rad Points.
Path of the Immovable Bulwark
Your physicality has reached its apex. You are the immovable object. You control your area. You, not your enemy, dictate what they can do.
Passive: When you succeed on a Fortitude Defense Roll, regain +5 HP.
Line in the Sand
AP: 2 | CA | 5 RPDuration: 4 Rounds. Radius: 5 m. You generate a crushing gravity field. Creatures who enter or end their Turn within the Radius must make a Will Defense Roll against your Rad Focus. On failure: Cannot move out of the field voluntarily, suffer –4 to all Defense Rolls while inside, cannot use Overcome. For the Duration you cannot be Shoved, Pulled, knocked Prone, or Teleported unwillingly.
Level 18
Cage of Carnage
AP: 1 | QA/R | 2 RPDuration: 2 Rounds. While Line in the Sand is active, creatures affected: Lose access to all Feats, Spells, and Subclass Abilities. Must use their Actions to attack the nearest creature. End any Concentration effects immediately.
Level 20
I am Invincible!
AP: 1 | R | 10 RPFinal SunderingWhen reduced to below 15 HP: Become Immune to all damage until the end of your next Turn. Gain +10 Speed and +3 AP. Immediately gain 10 HP if you were at 0. Your Movement cannot be blocked or reduced by any effect.
Path of the Rad Tyrant
Anger drives you forward. Every swing you make and hit you land is punctuated by the fury that burns through your veins. The battlefield is alight and you are at the center of it all.
Passive: When Irradiated Fury is active your armor no longer becomes Vulnerable to all Damage Types.
Furious Pulse
AP: 1 | QA/R | 3 RPDuration: 3 Rounds. Range: 1 m. When you deal damage to a creature while Irradiated Fury is active, all creatures within Range suffer 2 Rad Dice of damage and 1 Level of Irradiation for the Duration.
Level 18
Jericho
PassiveRange: 1 m. When a creature enters or starts their Turn within Range of a target affected by Furious Pulse they each take 1 Rad Dice of damage.
Level 20
I’m Always Angry
PassiveFinal SunderingIrradiated Fury automatically activates at the start of an Encounter and lasts for 8 Rounds.
Path of the Sundering Savage
Your genetic manipulation has passed beyond the limits of therapy into something barely human. You radiate destruction. With every strike, your enemies unravel—cell by cell.
Passive: When you deal Radiation Damage to a creature below half HP, that damage bypasses Immunities and Resistance.
Gamma Rupture
AP: 2 | CA | 5 RPDuration: 3 Rounds. Range: 2 m. Force a creature within Range to make a Fortitude Defense Roll against your Rad Focus. On failure: 4 Rad Dice of damage, Speed is halved, Blinded and becomes Vulnerable to Non-Magical Physical Damage for the Duration.
Level 18
Overburn
AP: 1 | QA/R | 4 RPWhen a creature affected by Gamma Rupture takes damage they suffer for the Duration: –4 Penalty to Defense Rolls. 4d4 Radiation Damage at the end of its Turn. Cannot use Concentration-based Spells or Feats.
Level 20
Meltdown
AP: 1 | QA/R | 8 RPFinal SunderingRadius: 3 m. If a creature under Gamma Rupture falls below half HP all creatures within the Radius must make a Reflex Defense Roll against your Rad Focus. On failure, they take 6 Rad Dice of Radiation Damage. This effect ignores Resistances and Immunities. If the target dies, you regain 1 Rad Point and all hostile creatures within the Radius suffer –2 Morale.
Pinnacle Bracket Pool
At levels 17 and 19, choose one Feat at each level. These high-tier refinements represent your final evolution.
Defense & Offensive Feats
Barrage
AP: 2 | CA | 5 RPDuration: 3 Rounds. While active, when using a Core Action Melee Attack, you may make three separate Attacks as part of the same Action.
Berzerker’s Resolve
AP: 2 | CA | # RPGain +10 HP for every 5 Rad Points spent.
Bloodthirsty Fury
AP: 1 | QA/R | 5 RPWhile Irradiated Fury is active: Creatures you damage take an additional +15 Radiation Damage at the end of their Turn. They suffer –2 to Fortitude Defense Rolls until the end of the Round.
Coup De Grace
AP: 1 | QA/R | 5 RPDeal double damage to a creature that is Stunned, Restrained, Paralyzed, Incapacitated, or Prone.
Irradiated Graviton Pull
AP: 1 | QA/R | 3 RPRadius: 6 m. Force all creatures within the Radius to make a Reflex Defense Roll against your Rad Focus. On failure, they are pulled 3 m towards you and fall Prone.
Path-Specific Feats
Gamma Cloud
AP: 2 | CA | 6 RPSundering SavageGamma Rupture can be used as an AOE centered on you, triggering Fortitude Defense Rolls from all creatures in a 3 m Radius.
Utility Feats
Pinnacle Rad Dice Upgrade
PassiveYour Rad Dice are now 2d12 (treated as 1 Rad Dice). Increase any Ability Score by +2.