The Strange Worlds
As a berserker, you’re not in full control of yourself. When you take damage in combat (or inflict damage upon yourself), you might enter a state of insane rage, whether you wish to or not. Anytime you take damage in combat, you must make an Intellect defense roll whose difficulty is equal to the damage you take; if you fail, you go berserk. If you succeed, you don’t go berserk, even if you want to (you can’t choose not to make this defense roll, though you can choose not to apply Effort).
In addition, sometimes you spontaneously go berserk when angered, surprised, or scared. When this happens, the GM may allow you to attempt a difficulty 4 Intellect defense roll to avoid going berserk.
Once you are berserk, you remain so for up to ten minutes, unless you succeed on a difficulty 4 Intellect-based task to return to normal. When you return to your normal state of mind and body immediately after going berserk, the difficulty of all tasks you attempt is increased by one step for one hour, and you can’t go berserk again until after your next ten-hour recovery roll.