I like your Berserk, but I have a couple of minor clarifications. First, you may want to specify Schtick types. (signature, martial arts, and drawbacks). Second, Fury Turned Inward gets confusing to me when a character take a second impairment penalty. Is it:
a) Each time you suffer an Impairment penalty from any source, increase the total amount of Impairment you suffer by 1. (So when you take your first impairment penalty of -1, your total impairment would be -2, and if you took another impairment penalty of -1, your new total would be -4)
b) Whenever you are suffering from at least 1 Impairment penalty from any source, increase the total amount of Impairment you suffer by 1. (So if you would normally suffer a –2 Impairment penalty, you would instead suffer –3, and so on.)
On the topic of posting new archetypes, I hope you don't mind me cross posting from my blog post:
[size=150]Abomination Archetype[/size]
[size=85]Based on Cyborg[/size]
(Future Juncture)
Once long ago, you were a creature of legend: a demon of no little power. Then strange warriors from the future came to hunt you down and drag you off to a place worse than any Yama King’s hell. They ripped you apart and built you back up with strange machines. When they were done you were no longer sure how much of you was still you and how much was strange demon-tech, but it was clear that they now owned you. You were a weapon for them now: a machine built for war and suppression. Maybe you enjoyed it, maybe they simply built you to enjoy it. Either way, you were good at it. So good they installed you into one of their most prized locations: An orbital facility from which you could look down on the world with a target scoped eye, ready to be dropped from orbit to battle who they said. Not that it saved them in the end. You watched from on high as their empire crumbled into dust in the blink of a cybernetic eye. In that moment, their hold on you was loosened. You became your own monster: a monster with a rocket launcher.
Play an Abomination if you want to be a monster of mass destruction with the ability to take on tanks and platoons, just as you were designed.
Note: Abominations are more machine than monster, and do not suffer from Juncture Modifiers.
Attributes
ScroungeTech: 13
BA: Creature Power: 13
Defense: 13
Toughness: 9
Fortune: 6
Speed: 6
Wealth: Poor
Schticks
Laser Goggles (Scroungetech) – Base Damage 11 Ranged Scroungetech Attack.
Robot Arm (Scroungetech) – Base Damage 11 Close Scroungetech Attack.
Seeker Missile (Scroungetech) – Spend Fortune to take out lots of Mooks.
Rage Against Machines (Creature Power) – Make attacks directly against vehicles.
Steel Hide (Creature Power) – Bonus Toughness against guns, decreases over sequences.
Smokin! (Scroungetech) – Regain fortune after successfully attacking multiple foes.
System Malfunction (Hinderance) – Same as the Cyborg Archetype, -2 to Up checks.
Skills
Intimidate 13
Intrusion 13
Awesoming Up
Add any one of these Creature Power schticks: Arcane Battery, Amphibian, Blast, Blood Drain, Born in a Cage, Corded Musculature, Death Resistance I-III, Demon Bunch, Emit Smokescreen, Empathic Rage, Flight, Foul Spew, Goldenheart Monster, Inevitable Comeback, Memory Drain, Mimicry, Monstrous Foot Stomp, Natural Weapon, Night Dweller, Regeneration I-IV, Schooled in the Hell of Piercing, Transformation I-II, Venom Sac
Add any one of these Scroungetech schticks: Adrenal Boy-Howdy, Agony Grenade, Blow up Real Good, Buzzsaw Hand, Cortisol Field Generator, Force Blade, Fluid Spill, Grav Plate, Helix Rethreader, Helix Ripper, Improbability Capacitor, Internal Lockbox, Intra-Reality Goggles, Interceptor Drone, Kinetic Distributor, Lumbar Scorpion, Onboard Flamethrower, Molecular Disturber, Neural Stimulator, Pain Uptake Inhibitor, Plasma Tubules, Pulse Grenade, Quantum Manipulator, Reflex Ramper, Schrodinger Circuit, Shower of Sparks, Subatomic Transfuser, Subdermal Plating, Titanium Claws, Tracker Pin, Yowch!
Add a skill you do not have from this list, at a rating of 9: Deceit, Detective, Driving, Fix-It, Gambling, Info (any), Leadership, Medicine, Sabotage, Seduction.
Increase a skill value from less than 12 to 12.
Increase a skill value of 12+ by 1.
Increase your backup attack to your main attack minus 1.
[size=150]Ex-Buro Monster Hunter Archetype[/size]
[size=85]Based on Bounty Hunter[/size]
(Future Juncture)
Before your chain of command literally disintegrated when the Chi bomb detonated, your job was to travel through the netherworld to hunt down monsters for conversion into Abominations, and to ensure compliance in Abominations on duty. A task left for the most elite of the Architects of the Flesh’s soldiers: the Supernatural Entity Retrieval Units. You were so elite that you got assigned to a prestigious Abomination wrangling position on a Buro space station. Sure it was isolated, but that isolation saved your life when the rest of your civilization was blown to hell by the C-bomb.
Witnessing the death of your world from high orbit is the kind of thing that makes a person question their life choices. Do you now your work to bring about a better world, or seek a new fate elsewhere or else when?
Play a Buro Monster Hunter if you want to be good at hunting down hard targets, and more dangerous after wiping out all their little minions first.
Attributes
Guns: 13
Martial Arts: 12
Defense: 14
Toughness: 7
Fortune: 6
Speed: 8
Wealth: Working Stiff
Schticks
The Quarry (Signature): same as Bounty Hunter (p. 35)
Crosshairs (Signature): Your attacks against the quarry gain a +2 bonus.
Vampire Rounds (Scroungetech): Gain bonus damage on a gun after using it to successfully hit multiple targets.
Helix Rethreader (Scroungetech): Damage named targets that miss with an attack.
Agony Grenade (Scroungetech): Damage combatants every shot for a sequence.
Signature Weapon (Guns): Buro Bluespear Assault Rifle, 15*/5/2 ☠ ☠, bonus damage already included.
Skills
Detective: 12
Intrusion: 13
Info: Parazoology 12
Awesoming Up
Add any one of these Guns schticks (provided you have its prerequisite, if any): Bag Full of Guns I-IV, Bank Shot, Battle Scavenge I-III, Blam Blam Epigram, Bloody but Unbowed I-III, Both Guns Blazing I-V, Carnival of Carnage I-IV, Click Click Toss I-III, Covering Fire, Disarming Shot, Draw a Bead, Fast Draw I-IV, Flesh Wound, For the Squad, Hair-Trigger Neck Hairs, Lightning Reload I-IV, Lone Wolf, Opportunistic Fire, Scattering Fire, Stop Right There!, Soul of the Sniper, Take the Shot, The Way the Wind Blows, Wild Grenade.
Add any one of these Scroungetech Schticks (provided you have its prerequisite, if any): Cortisol Field Generator, Hyperadrenaline Patch, Improbability Capacitor, Intra-Reality Goggles, Interceptor Drone, Kinetic Distributor, Lumbar Scorpion, Molecular Disturber, Neural Stimulator, Pain Uptake Inhibitor, Pulse Grenade, Quantum Manipulator, Seeker Missile, Smokin’!, Subatomic Transfuser, Tracker Pin
Add one Schtick for which you have the prerequisite from the Martial Arts Path: Montage.
Add a skill you do not have from this list, at a rating of 10: Deceit, Fix-It, Gambling, Info (any), Intimidation, Leadership, Sabotage, Seduction.
Increase a skill value from less than 12 to 12.
Increase a skill value of 12+ by 1.
Increase your backup attack to your main attack minus 1.
[size=150]Alien Hybrid Archetype[/size]
[size=85]Based on Gene Freak[/size]
(Contemporary Juncture)
It’s not entirely clear where the secret rulers of the world got their alien DNA from. A crashed UFO in 1947? Ruins found at deep under the Chicxulub crater? A Martian lander sample? The where it came from is less important than the fact they used it to develop you. At times you’ve, felt like a science experiment, a secret weapon, and a valued spy. Then you learned about the chi war and and discovered the netherworld. You’ve finally managed to find a place where you might be able to escape the control of your creators, but what will you do with your life now?
Play an Alien Hybrid if you like the idea of manipulating the battlefield and the foes on it.
Note: Alien Hybrids still suffer Freak Outs just as a Gene Freaks do. It’s part of the downside of being a hybrid.
Attributes
Mutant: 13
Martial Arts: 12
Defense: 13
Toughness: 6
Genome: 9
Speed: 6
Wealth: Rich
Schticks
Push (Mutant): Inflict ranged damage and knock target around.
Brain Bleed (Mutant): Ranged attack eats up target’s shots.
Very Fast (Mutant): Decrease Action Shot Cost
Empathy (Mutant): Read emotional state of target for scene.
Skulky (Mutant): Defense increases when injured.
Psychic Vampire (Mutant): Reduce damage inflicted to gain Genome points.
Flight (Creature Power): Hover with psychic power!
Skills
Detective: 13
Intrusion: 13
Awesoming Up
Add any one of these Mutant schticks (provided you have its prerequisite, if any): Acid Blood, Adaptive Enzymes, Beserk Rage, Blinkshifter, Camouflage, Causal Leakage, Channel Pain, ChronoFuxor, Endocrine Pulse, Fear Shift, Force Shield, Go Cartilaginous, Impossibilist, Mjolnirification, Nanoportal, Noctilucent, Pain Eater, Precognitive Rescue, Probability Wave, Radioactive Exudation, Recuperate, Resource Sniff, Shared Sight, Slow Burn, Ultragloat, Why I Oughtta…!
Add any one of these Scroungetech Schticks (provided you have its prerequisite, if any): Intra-Reality Goggles, Pulse Grenade, Tracker Pin
Add any one of these Creature Power Schticks (provided you have its prerequisite, if any): Amphibian, Born in a Cage, Corded Musculature, Death Resistance I-III, Empathic Rage, Regeneration I-IV, Steel Hide
Add one Schtick for which you have the prerequisite from the Martial Arts Paths: Hundred Names, Montage.
Add a skill you do not have from this list, at a rating of 10: Deceit, Fix-It, Driving, Fix-It, Info (any), Intimidation, Sabotage, Seduction.
Increase a skill value from less than 12 to 12.
Increase a skill value of 12+ by 1.
Increase your backup attack to your main attack minus 1.