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You tend to rampage out of control when  you  or  a  loved  one  is  harmed, making  frenzied  attacks  against  who-ever or whatever you see as the cause of the trouble. If you also suffer from Bad  Temper, any stress  may trigger Berserk.

Please use the "Note" section of your abilities page to detail how this ability works for you and how its point cost was calculated. To do this, you'll want to view the full text here: Berserk


Full Text

Make  a  self-control  roll  any  time you suffer damage over 1/4 your HP in the space of one second, and whenever  you  witness  equivalent  harm  to  a loved  one.  If  you  fail,  you  go  berserk. You  go  berserk  automatically  if  you fail a self-control roll for Bad Temper! You may deliberately go berserk by taking  the  Concentrate  maneuver  and making  a  successful  Will  roll.  Once you  are  berserk,  the  following  rules apply:

•  If  armed  with  a  hand  weapon, you must make an All-Out Attack each turn  a  foe  is  in  range.  If  no  foe  is  in range, you must use a Move maneuver to  get  as  close  as  possible  to  a  foe  –and  if  you  can  Move  and  Attack,  or end your Move with a slam, you will.

•  If  the  enemy  is  more  than  20yards  away,  you  may  attack  with  a ranged  weapon  if  you  have  one,  but you may not take the Aim maneuver. If using  a  gun,  you  blaze  away  at  your maximum rate of fire until your gun is empty. You cannot reload unless your weapon  –  and  your  Fast-Draw  skill  –lets you reload “without thought” (can take no more than one second). Once your  gun  is  empty,  you  must  either draw  another  gun  or  charge  into melee combat.

•  You  are  immune  to  stun  and shock,  and  your  injuries  cause  no penalty to your Move score. You make all rolls to remain conscious or alive at+4 to HT. If you don’t fail any rolls, you remain  alive  and  madly  attacking until you reach -5¥HP. Then you fall –dead!

•  When  you  down  a  foe,  you  may(if you wish) attempt another self-control  roll  to  see  if  you  snap  out  of  the berserk  state.  If  you  fail  (or  do  not roll),  you  remain  berserk  and  attack the  next  foe.  Treat  any  friend  who attempts to restrain you as a foe! You get to roll again each time you down a foe, and you get one extra roll when no more  foes  remain.  If  you  are  still berserk,   you   start   to   attack   your friends . . .

Once  you  snap  out  of  the  berserk state,  all  your  wounds  immediately affect  you.  Roll  at  normal  HT  to  see whether  you  remain  conscious  and alive.

Special Enhancements
Battle  Rage: You  go  berserk  in  any combat    situation,    regardless    of whether  you  have  been  injured.  To avoid this, you must make a self-control  roll  when  you  first  enter  combat(even  a  barroom  brawl  or  a  boxing match). +50%.