Post by stzach on Jan 8, 2016 4:15:52 GMT
The following is the rules are Frenzy taken straight from the core book. Modifications for setting will follow in post replies. Source: W:tA Corebook (Revised) Pg 190-191
The popular image of the werewolf is that of a snarling, uncontrollable beast, and that isn't entirely untrue. No matter how centered or citified he, is every werewolf carries Rage in his heart. Any werewolf can lose control and run amok if that Rage is not curtailed, Any Rage roll can ignite a frenzy, even rolls made to activate specific Gifts. Any Rage rolls should be interpreted as an attempt willing or otherwise to awaken the primal Beast that drives the Garou. If a player rolls four or more successes on a Rage roll, her character frenzies. The player may spend a Willpower point right then to halt the frenzy, but her character loses any further actions that turn. Garou with permanent Rage ratings lower than four can frenzy, but only under extreme circumstances (such as the threat of rape in a BlackFury's case, or the threat of imprisonment for a claustrophobic Silent Strider) can boost a werewolf’s Rage above the permanent rating. It is this higher rating that the player uses for Rage rolls.
The two types off Frenzy follow:
•Berserk Frenzy Garou see only red and moving shapes. They wish Only to reduce these shapes to mangled carcasses. A berserk Garou shifts immediately to Crinos or Hispo (player's choice) and attacks. Exactly whom she attacks depends on the circumstances. A Garou whose permanent Gnosis exceeds her permanent Rage will not attack her pack mates (unless she is in the Thrall of the Wyrm). She will attack anything else that moves, however, including allied Garou who are not members of her pack. If, however, her permanent Rage exceeds her permanent Gnosis, she attacks anything that moves, and she can make no distinction between targets unless her player spends a Willpower point. If such is the case, the Storyteller can direct her as to which target to attack. In addition, such Garou do not remember what happens to them during frenzy. Often, they collapse when the frenzy ends.
•Fox Frenzy. Entering a fox frenzy means that the character flees in terror for her life. She shifts to Lupus form and runs, attacking anything that gets in her way (although more with the intention of getting past than of killing). Once the character reaches a safe hiding place, she will remain there until the frenzy passes. In either frenzy, special maneuvers and pack tactics are impossible. The extent of the werewolfs attack capability is to bite, claw or run. The character may spend Rage for extra actions, but he may not split dice pools. Using Gifts in frenzy is normally impossible, as is stepping sideways. A werewolf does not suffer from pain in frenzy, though, so he ignores all wound penalties. Coming out of frenzy requires that the situation that triggered it be over. When the trigger event is over, the player may roll Willpower (difficulty of the Garou's own Rage) to escape the frenzy. Even if this roll fails, she may try again each turn.
The following conditions might call for a Rage roll, at the Storyteller's discretion.
•Embarrassment or humiliation (botching an important roll)
•Any strong emotion (lust, rage, envy)
•Extreme hunger
•Confinement, helplessness
•Being taunted by an enemy
•Large quantities of silver in the area
•Being wounded or seeing a pack mate wounded
While the old stories of werewolves changing during the full moon aren't really true, they have some basis in fact.
Moon Phase Difficulty
New - 8
Crescent - 7
Half - 6
Gibbous - 5
Full – 4
The difficulty drops by one if the moon happens to be the character's auspice moon. A Garou in Crinos form also subtracts one from her difficulty. These two modifiers are not cumulative.
The popular image of the werewolf is that of a snarling, uncontrollable beast, and that isn't entirely untrue. No matter how centered or citified he, is every werewolf carries Rage in his heart. Any werewolf can lose control and run amok if that Rage is not curtailed, Any Rage roll can ignite a frenzy, even rolls made to activate specific Gifts. Any Rage rolls should be interpreted as an attempt willing or otherwise to awaken the primal Beast that drives the Garou. If a player rolls four or more successes on a Rage roll, her character frenzies. The player may spend a Willpower point right then to halt the frenzy, but her character loses any further actions that turn. Garou with permanent Rage ratings lower than four can frenzy, but only under extreme circumstances (such as the threat of rape in a BlackFury's case, or the threat of imprisonment for a claustrophobic Silent Strider) can boost a werewolf’s Rage above the permanent rating. It is this higher rating that the player uses for Rage rolls.
The two types off Frenzy follow:
•Berserk Frenzy Garou see only red and moving shapes. They wish Only to reduce these shapes to mangled carcasses. A berserk Garou shifts immediately to Crinos or Hispo (player's choice) and attacks. Exactly whom she attacks depends on the circumstances. A Garou whose permanent Gnosis exceeds her permanent Rage will not attack her pack mates (unless she is in the Thrall of the Wyrm). She will attack anything else that moves, however, including allied Garou who are not members of her pack. If, however, her permanent Rage exceeds her permanent Gnosis, she attacks anything that moves, and she can make no distinction between targets unless her player spends a Willpower point. If such is the case, the Storyteller can direct her as to which target to attack. In addition, such Garou do not remember what happens to them during frenzy. Often, they collapse when the frenzy ends.
•Fox Frenzy. Entering a fox frenzy means that the character flees in terror for her life. She shifts to Lupus form and runs, attacking anything that gets in her way (although more with the intention of getting past than of killing). Once the character reaches a safe hiding place, she will remain there until the frenzy passes. In either frenzy, special maneuvers and pack tactics are impossible. The extent of the werewolfs attack capability is to bite, claw or run. The character may spend Rage for extra actions, but he may not split dice pools. Using Gifts in frenzy is normally impossible, as is stepping sideways. A werewolf does not suffer from pain in frenzy, though, so he ignores all wound penalties. Coming out of frenzy requires that the situation that triggered it be over. When the trigger event is over, the player may roll Willpower (difficulty of the Garou's own Rage) to escape the frenzy. Even if this roll fails, she may try again each turn.
The following conditions might call for a Rage roll, at the Storyteller's discretion.
•Embarrassment or humiliation (botching an important roll)
•Any strong emotion (lust, rage, envy)
•Extreme hunger
•Confinement, helplessness
•Being taunted by an enemy
•Large quantities of silver in the area
•Being wounded or seeing a pack mate wounded
While the old stories of werewolves changing during the full moon aren't really true, they have some basis in fact.
Moon Phase Difficulty
New - 8
Crescent - 7
Half - 6
Gibbous - 5
Full – 4
The difficulty drops by one if the moon happens to be the character's auspice moon. A Garou in Crinos form also subtracts one from her difficulty. These two modifiers are not cumulative.