2.61.1 Berserking

Becoming berserk

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.).

Ending a berserk state

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).