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Frenzy

Page history last edited by TC STs 2 years, 2 months ago

The supernatural anger of the Garou sometimes becomes too much to control, leading to the dangerous event of Frenzy. A werewolf in Frenzy succumbs entirely to their base fight-or-flight instincts -- usually, fight.

 

Summary

During moments of intense anger or fear, you can ask or be prompted for a Frenzy Test. If your current Rage equals or is greater than three times your current Will, you automatically frenzy.

 

  • Test is current Rage versus current Will
    • if Rage and Will are equal, you win on ties  
    • Retest by spending a point of willpower 
  • If you win
    • play continues as normal
  • If you lose 
    • Enter Frenzy
      • if prompted by anger, enter Berzerk Frenzy
      • If prompted by fear, enter Fox Frenzy

 

  • If you kill or incapacitate a foe during Frenzy:
    • Test for Thrall
      • Current Will vs Perm Rage
      • Retest with Willpower or Primal Urge
        • If you lose, enter Thrall according to your breed
        • If you win, test current Will versus current Rage to leave frenzy

 

  • If you lose track of your foe
    • Test current Will versus current Rage
      • if you win, drop to one rage and leave frenzy 

 

Entering Frenzy

As you roleplay, pay attention to your character's emotional state. Any time your character would feel a surge of anger or fear, you should ask for a Frenzy Test. Several Flaws also prescribe moments when you should call for this test; Storytellers have the discretion to prompt you for one.

 

If prompted, you must make a Frenzy test at any stressful or emotional provocation or stimulus. This includes but is not limited to taking damage, feeling very negatively about what someone has said, or particular flaws that can call for this sort of thing. If your current rage ever becomes more than 3 times your current willpower, you automatically frenzy.

 

A Frenzy Test is a challenge of your current Willpower versus a difficulty of your current Rage. When your current Rage and Willpower are equal, you win ties. But should you lose this test, you enter Frenzy: Berserk Frenzy if it was triggered by anger, Fox Frenzy if it was triggered by fear. You may retest a Frenzy challenge by spending a point of Willpower.

 

Spending a point of Rage to heal from Incapacitated -- "Rage-Healing" -- also requires you to test for Frenzy

 

Resisting Frenzy

You may avoid making the Frenzy test by spending a point of Willpower and aborting any further actions for the rest of your turn (in combat), or a few seconds (out of combat). When resisting out of combat, you must leave the source of the potential frenzy immediately and for at least ten minutes. Staying around the stimulus forces you to have to expend more Willpower. One Willpower for every minute more you stay around the initial stimulus. This affect ends when either you remove yourself for the ten minutes or the stimulus is removed.

 

Berserk Frenzy

When you enter Berserk Frenzy, your anger takes over and the world becomes a blood-red haze of moving shapes you want to kill. You immediately gain the following effects:

  • You instantly shapeshift to your war-form at no cost.
  • You ignore all Wound Penalties.
  • You gain the Rank Benefit on Strength based-challenges as if you were one Rank higher.
  • At the beginning of each combat round, you gain one Rage.
  • You need not risk your own mental or social traits on defensive challenges while in frenzy. You can bid the Trait "Frenzy" against Mental and Social Challenges, although you cannot initiate such challenges yourself.
  • Social and Mental resistance. Unless the gift is specifically designed to affect a frenzy or rage the frenzied Garou is considered to be up in traits on social and mental defense by his permanent Rage regardless of current rage.  An example of gifts that are designed to affect a frenzy or rage would be several Child of Gaia gifts among few others. Gifts not designed to directly affect frenzy, for example, would be Staredown, Madness season, etc.   

 

Each round of combat, you must spend as many Rage Traits as you can for extra actions, up to the limit of three per round. Each action is a Melee or Brawl attack against whomever triggered your Frenzy. You will use whatever weapon you're carrying, or claws and teeth if you're otherwise unarmed. If you can't attack the trigger of your Frenzy, you'll attack whomever else is close and moving.

 

If your target falls incapacitated during your Frenzy, you test for the Thrall of the Wyrm (below).

 

If you pass that test, or if you lose your target by some other means, you have a chance to end your Frenzy. Attempt another Willpower versus Rage test. If you win, you regain control, and your Rage is reset to one.

 

If you cannot stop your Frenzy, you will switch to another target -- whomever is closest and moving. You may spend a Willpower to ensure that this target is at least the closest moving enemy, rather than an ally. If your permanent Gnosis is higher than your permanent Rage, you get a modicum of reprieve in that you will never attack a member of your pack. If there are no available potential targets, you get a free Willpower test every round until you win. During that time, you will destroy whatever is at hand.

 

Fox Frenzy

When you enter Fox Frenzy, terror takes over your mind. You immediately take Lupus shape at no cost. Spend every round running away as fast as possible from the trigger of your Frenzy, and attack anything that tries to stop you.

 

Fox Frenzy ends when:

  • You spend some time cowering in a safe hiding place, far from the triggering situation; or
  • The trigger for the Frenzy is dealt with, and you win a new Willpower vs. Rage test. You may call for this test each round unless the trigger reappears.

 

 

The Thrall of the Wyrm

When you kill or incapacitate someone while you are in Frenzy, make a test of Current Willpower vs Permanent Rage, retest by spending a point of Willpower or spending a point of Primal Urge. If you fail, your Frenzy enters the depths of the Thrall of the Wyrm. The spiritual corruption of the Garou's ancient enemy taints your Rage, driving you to acts of depravity.

 

  • Homid and Metis Garou become infected by the Eater-of-Souls, which drives them to acts of cannibalism on humans, wolves and other Garou. Whenever a homid Garou in Thrall kills or incapacitates a target, make a Static Mental Challenge against seven Traits to avoid the compulsion to spend the next turn feeding on the body. 
  • Lupus Garou are sought out by the Beast-of-War, which amplifies their natural predatory instincts to insane heights. A Garou who kills or incapacitates a foe while in Thrall must make a Static Mental Challenge against seven Traits to avoid the compulsion to keep attacking until the target is dismembered and strewn around.

 

Thrall of the Wyrm lasts until the end of the scene or until a new target actively tries to get your attention.

 

 

 

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