Scavenger Berserker
DREGS SCAVENGERSField Assessment
Members who've taken too many hits, inhaled too many fumes, or jacked crude combat stims one too many times. The berserker is what happens when the Deep Dregs breaks someone in a way that makes them more dangerous rather than less functional. Twitching, scarred figures wrapped in minimal armor â they've torn off the heavier plating because it slows them down, and speed is how berserkers process pain: by converting it into forward motion.
They fight with escalating fury â every wound makes them faster, more aggressive, more willing to take hits that would make a rational combatant retreat. Packs don't direct berserkers so much as aim them. Point a berserker at a problem and get out of the way. Most don't last long, but they don't need to. A berserker's value is measured in the damage they deal before the damage they've accumulated catches up with them.
Known Activity
Within the pack, berserkers occupy an uncomfortable position â feared, pitied, and kept at arm's length. They eat alone, sleep fitfully, and cycle through periods of eerie calm and sudden explosive violence. The calm periods are worse â a berserker sitting quietly in a corner, staring at nothing, is a berserker whose stims are wearing off and whose body is remembering all the damage it's been ignoring. When the stims kick back in, the berserker stands up and needs something to hit.