A character can work him/herself up into a berserk state of combat rage, if he/she either spends a minute focusing before combat starts or a specific event enrages him/her during combat (e.g. a good friend is killed, an opponent taunts him/her, etc.). To enter the berserk rage, the character must then make a dice roll using his/her Trance (including berserk specialism) + WP.
A character who enters a berserk state receives modifiers on his/her dice rolls while in that state:
The result of the dice roll determines how effective the character's berserk state is, as follows:
|Dice roll result||Meaning||Resistance bonus||Combat bonus||Penalty on other|
|Less than 5||Calm - the character does not enter a berserk state||+0||+0||-0|
|5 to 8 1/2||Enraged - the character becomes partially berserk||+2||+1||-1|
|9 to 12 1/2||Berserk - the character is completely focused on killing his/her opponents||+5||+2||-3|
|13 or more||Unhinged - the character is (temporarily) mad and oblivious to all else than killing||+8||+3||-6|
A character receives a bonus of +3 on the dice roll to become berserk if he/she is provoked by a specific event (e.g. good friend killed, etc.).
A character can voluntarily end his/her berserk state if he/she makes a dice roll using his/her Trance (including berserking specialism) + WP. The difficulty depends on how deep a berserk state the character has entered, as follows:
|State||Difficulty to exit|
If the source of the event that provoked a character into a berserk state is still there, he/she receives a -3 penalty on the dice roll to end his/her berserk state.
A friend may attempt to influence him/her out of the berserk state; if, however, this attempt fails, the berserk character is likely to attack the friend (confusing him/her for an enemy).