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Is "некий" approximately defined by the player, the GM, or a random GM?
The player defines the item type.
What pattern does the Berserker follow in combat? Does it attack the nearest random enemy, or does it have a more complex pattern?
The Berserker is in a primitive state, so the pattern is also primitive (the nearest one).
100% hit chance or just the maximum dice roll for the next attack?
Maximum accuracy that does not bypass defensive mechanisms such as evasion.
*enemies defeated by the character, right?
I think I got a little carried away while typing this. Yes.
Can you defend yourself? Can you train? Or, if you are an Enclave, can you not participate in combat at all?
Self-defense is also violence, so you can't. But you can train.
Ples told me, and I agree, it's hard to compensate for such a disadvantage with just one trait.
Well, there's no need to be a coward...
I liked your concept of hatred as a self-destructive feeling. But the developers of Heroes think that hatred should increase damage to the enemy, how naive.
Well, if a character runs to attack the object of their hatred with wide eyes and drool, it's unlikely to give them any bonuses, rather the opposite.
Maybe reduce the bonus, but reduce the price to 1, so that it is possible to become an obsessed mage from the start without disabilities? As an option, make it a stackable ability, like intelligence and so on.
No way. You can't be "a little obsessed," so there won't be any ranks. As a compromise, I can only suggest adding more disabilities so that there is a wider choice.
It stacks, hmm, twice? And a new character according to the same rules?
Well, additional characters cannot create additional characters, but yes, according to the same rules. Only it is highly desirable that these are precisely characters, and not an addition to the main character. Or that the main one is not an addition to the additional ones. Given the peculiarities of this format, playing with several can be tiring, and it will not give anyone any particular advantages.