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 |
Enraged | 5 |
Berserk | 9 |
Unhinged | 13 |
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).