So, first real scene of the scenario. Roll your d10 for encroachment, and ponder this offer.<br/><br/>If you decide to make an Impulse check (roll Will, difficulty 9, gain 2d10 encroachment pass or fail) then you get an additional three dice during this scene. You get to keep the dice as long as you have the Berserk status, which in this case should reflect an extreme focus on self preservation first, and your Impulse second. It just takes up too much of your focus to react to things quickly or try and protect others actively.<br/><br/>In addition, Berserk will persist into later scenes/until cured if you want to keep that bonus and get unlucky with the Impulse check.<br/><br/>Also make sure to look at the first post in the thread. It's got a few features of the soon-to-be fight listed.