Berserker

Your vision goes red and a howl tears free from your throat. All your anger, all your hate boils up inside you, and you have no choice but to fling yourself into the thick of battle. Your arm – and the weapon it holds – moves almost of its own accord, hacking and hewing through your enemies. And then it ends. Your chest heaves as your vision clears. The blood cools on your skin, and everywhere you look, you see death.

Level 3 Berserker

Attributes: Increase two attributes 1 each
Health: +12 Bonus Damage: +1d6
Berserk: When you are harmed and not under the effects of this talent, you can go berserk. The effect lasts until the combat ends or you gain control of yourself. While berserk, you gain the following benefits and drawbacks:

At the end of the round, you can choose to make a Will roll. On a success, the berserk ends. On a failure, you remain berserk until the end of the next round. If you do not end the talent’s effect early, you become weakened for 1 minute after the effect ends.

Level 4 Berserker

Health: +12 Bonus Damage: +1d6
Thick Hide: While you are under the effects of your Berserk talent, you increase your Health by 10. At level 9, you increase your Health by 20 instead.

Level 6 Berserker

Health: +12 Bonus Damage: +1d6
Ferocious Rage: When you go berserk, each enemy within 5 yards that can see you make a Will roll. On a failure, the enemy becomes frightened of you (luck ends).

Level 9 Berserker

Health: +12 Bonus Damage: +1d6
Will To Live: When you become incapacitated while you are under the effects of your Berserk talent, you become weakened instead of unconscious. You still make luck rolls from being incapacitated and you still die if your Health drops to 0.
Wild Counterattack: You can use a reaction when you are harmed and under the effects of your Berserk talent to attack with a melee weapon or unarmed attack. Your attack deals an extra 1d6 damage.