Post by Zyraen on Oct 22, 2014 18:14:57 GMT 8
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FRENZY
Within every Vampire, the Beast coils and waits for an opportune time to take over. In times of severe stress, emotional extremes, low Blood or exposure to fire, the Beast rears its head and attempts to take over.
The following situations may provoke Frenzy
- being hit or missed by a Fire attack
- being burnt by Sunlight
- being exposed to Fire/Sunlight (+1-2 bonus to Check)
- when your Hitpoints are reduced from above your VIT to below your VIT
- being emotionally agitated or provoked (+1-3 bonus to Check). Public humiliation in front most of Kindred society has no bonus.
- expending Blood so that you have no BP left. In fact when you reach 0 BP, you automatically Frenzy (you technically get a Frenzy Check but you automatically fail...)
Apart from above, the ST may decide whether or not a situation may provoke Frenzy.
FRENZY CHECK
When a character resists Frenzy, he makes a Frenzy check. This is obtained by taking your Humanity or remaining number of BP, whichever is LOWER.
Add/subtract any bonuses/penalties, then converting as below for a d20 roll. Note that some clans have inbuilt penalties for Frenzy.
8+: autopass
7: fail on 1
6: fail on 2-
5: fail on 3-
4: fail on 4-
3: fail on 6-
2: fail on 9-
1: fail on 12-
Alternatively you can roll a corresponding number of d6s (success on 5+) and d10s (success on 8+). D10s give you slightly worse odds though.
REPEATED STIMULI
Except for frenzy due to hunger (ie low BP), all other stimuli have less impact in the near term, ie for duration of the scene. Repeated stimuli grant a cumulative +1 bonus to the Frenzy check.
BEING FRENZIED
When in the throes of Frenzy, a vampire gains +2 to all his Attack rolls and +2 to all his Non AC Defenses (NADs). If he has HP less than VIT, he also ignores the -2 Attack penalty. He does however suffer from a "few" issues.
When in Frenzy, the Beast takes over, and it deals with the provoking stimuli in an extreme manner.
- if the stimuli is due to Fire/ Sunlight, it flees as far as possible from the stimuli. If blocked in any way, it attacks the obstacle (person, enemy, ally or otherwise)
- if the stimuli is due to insult or physical injury, it attacks the perceived threat savagely.
- if the stimuli is hunger due to low blood levels, it attacks the nearest source of (palatable) blood with a savage Bite attack and attempts to sate its hunger. By palatable, it means that vampires who do not benefit from drinking animal blood will not attempt to drain an animal.
While Frenzied in combat, the vampire uses only At Will powers, favoring Melee Attacks above all else. If it cannot reach a/the suitable target, it instead uses Ranged Attacks, but only with thrown weapons - the beast has no capacity for aiming Firearms and using psychic powers.
When in the grip of Frenzy, the vampire treats all other beings as Enemies. It has no Allies, nor can iy move through the squares of those who views it as allies. It also makes Opportunity Attacks indiscriminately.
WILLPOWER & FRENZY
Standard Willpower expenditure maybe made to reroll failed Frenzy checks.
At the start of his turn, a frenzied vampire may spend 1 WP to make a Frenzy check, OR to ignore the effects of Frenzy for that Turn. This ignoring of Frenzy ends the moment his Turn ends. Only 1 WP may be spent in this way per turn.
HUMANITY 0 - WASSAIL
Generally speaking, when a vampire's Humanity falls to 0, he is no longer playable and becomes a Storyteller Character (aka NPC).
To be precise, he enters a state called Wassail, a perpetual Frenzy. Note that Wassail is different from actual Frenzy, as it represents a state where the Beast has mastered its Humanity.
A Kindred in Wassail spends its main objectives during active hours on "hunt, kill, feed, rinse repeat." However in service of its objective, it may harness abilities and knowledge that it accesses through its "Human" side. Be warned.
FRENZY
Within every Vampire, the Beast coils and waits for an opportune time to take over. In times of severe stress, emotional extremes, low Blood or exposure to fire, the Beast rears its head and attempts to take over.
The following situations may provoke Frenzy
- being hit or missed by a Fire attack
- being burnt by Sunlight
- being exposed to Fire/Sunlight (+1-2 bonus to Check)
- when your Hitpoints are reduced from above your VIT to below your VIT
- being emotionally agitated or provoked (+1-3 bonus to Check). Public humiliation in front most of Kindred society has no bonus.
- expending Blood so that you have no BP left. In fact when you reach 0 BP, you automatically Frenzy (you technically get a Frenzy Check but you automatically fail...)
Apart from above, the ST may decide whether or not a situation may provoke Frenzy.
FRENZY CHECK
When a character resists Frenzy, he makes a Frenzy check. This is obtained by taking your Humanity or remaining number of BP, whichever is LOWER.
Add/subtract any bonuses/penalties, then converting as below for a d20 roll. Note that some clans have inbuilt penalties for Frenzy.
8+: autopass
7: fail on 1
6: fail on 2-
5: fail on 3-
4: fail on 4-
3: fail on 6-
2: fail on 9-
1: fail on 12-
Alternatively you can roll a corresponding number of d6s (success on 5+) and d10s (success on 8+). D10s give you slightly worse odds though.
REPEATED STIMULI
Except for frenzy due to hunger (ie low BP), all other stimuli have less impact in the near term, ie for duration of the scene. Repeated stimuli grant a cumulative +1 bonus to the Frenzy check.
BEING FRENZIED
When in the throes of Frenzy, a vampire gains +2 to all his Attack rolls and +2 to all his Non AC Defenses (NADs). If he has HP less than VIT, he also ignores the -2 Attack penalty. He does however suffer from a "few" issues.
When in Frenzy, the Beast takes over, and it deals with the provoking stimuli in an extreme manner.
- if the stimuli is due to Fire/ Sunlight, it flees as far as possible from the stimuli. If blocked in any way, it attacks the obstacle (person, enemy, ally or otherwise)
- if the stimuli is due to insult or physical injury, it attacks the perceived threat savagely.
- if the stimuli is hunger due to low blood levels, it attacks the nearest source of (palatable) blood with a savage Bite attack and attempts to sate its hunger. By palatable, it means that vampires who do not benefit from drinking animal blood will not attempt to drain an animal.
While Frenzied in combat, the vampire uses only At Will powers, favoring Melee Attacks above all else. If it cannot reach a/the suitable target, it instead uses Ranged Attacks, but only with thrown weapons - the beast has no capacity for aiming Firearms and using psychic powers.
When in the grip of Frenzy, the vampire treats all other beings as Enemies. It has no Allies, nor can iy move through the squares of those who views it as allies. It also makes Opportunity Attacks indiscriminately.
WILLPOWER & FRENZY
Standard Willpower expenditure maybe made to reroll failed Frenzy checks.
At the start of his turn, a frenzied vampire may spend 1 WP to make a Frenzy check, OR to ignore the effects of Frenzy for that Turn. This ignoring of Frenzy ends the moment his Turn ends. Only 1 WP may be spent in this way per turn.
HUMANITY 0 - WASSAIL
Generally speaking, when a vampire's Humanity falls to 0, he is no longer playable and becomes a Storyteller Character (aka NPC).
To be precise, he enters a state called Wassail, a perpetual Frenzy. Note that Wassail is different from actual Frenzy, as it represents a state where the Beast has mastered its Humanity.
A Kindred in Wassail spends its main objectives during active hours on "hunt, kill, feed, rinse repeat." However in service of its objective, it may harness abilities and knowledge that it accesses through its "Human" side. Be warned.