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 Frenzy: The Beast Within

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Noctalys
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Join date : 2009-05-20
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Location : Mordland

PostSubject: Frenzy: The Beast Within   Mon Nov 02, 2009 8:45 pm

==Frenzy==

A frenzy can be induced by many things, but great rage or hunger are the most common provocations. It is dangerous to deny or humiliate the undead. For this reason, vampires of the Camarilla commonly veil slights and threats in webs of double-talk and subtlety, that they not suddenly trigger an outburst in Elysium or conclave. Ultimately, the Storyteller can call for a vampire to make a frenzy roll at any time, whenever he feels the character might have cause to lose control. A vampire in frenzy gains several temporary benefits from the state. Vampires in frenzy completely ignore all dice pool penalties inflicted by injury until the frenzy ends. Once the frenzy is finished, the pain comes back and the crippling effects of the wounds take hold again. All difficulties to Dominate a frenzied character are increased by two, and all difficulties to resist the effects of Dominate are reduced by two. The character never needs Willpower rolls to accomplish a feat, because the rage fueling the vampire's actions is both a catalyst to heightened state of mind and a barrier against unwanted intrusions Lastly, characters in frenzy are immune to the detrimental effects of Rotschreck.

Systems

The rules for handling a frenzy are deliberately vague, and the Storyteller is encouraged to make whatever changes she deems necessary to accommodate her chronicle. In some cases, Kindred can manage to overcome the urge to frenzy. A vampire on the verge of frenzy must make a Self-Control roll against a variable difficulty. The difficulty is often 6 to 8, but if trying to overcome the urge to commit a blatantly evil act, the vampire's player can roll against a difficulty of (9 minus Conscience) instead. The character must score five successes to completely overcome the desires for violence, but even one success halts the frenzy temporarily. For each success below five, the character can resist the urge to frenzy for one turn. After this duration expires, the character may try again to gain extra successes and thus continue to resist the frenzy. Once five successes are acquired, over a greater or lesser period, the vampire resists the Beast's urges. Failure means the character goes into an emotional rampage, doing exactly what she wants to do with no worries of later repercussions. Botching the Self-Control roll means the character remains in a frenzy until the Storyteller decides otherwise, and (at the Storyteller's discretion) she may gain a derangement related to the frenzy.

The following list shows common stimuli that can incite a frenzy, and the typical difficulty for a character to resist. Remember, if the frenzy has the potential to cause the vampire to commit an atrocity (killing a child or other innocent, for example), the Storyteller can rule that the difficulty is (9 minus Conscience) instead.


Provocation Difficulty
Smell of blood (when hungry) 3 (or higher in extreme cases)
Sight of blood (when hungry) 4 (or higher in extreme cases)
Being harassed 4
Life-threatening situation 4
Malicious taunts 4
Physical provocation 6
Taste of blood (when hungry) 6 (or higher in extreme cases)
Loved one in danger 7
Outright Humiliation 8
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