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Mind's Eye Theatre - Vampire The Requiem.pdf - RoseRed

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254<br />

mind’s chapter eye three: theatre: special requiem rules and systems<br />

and sunlight. Other sources of fear seldom<br />

provoke frenzy, though it can happen, as<br />

with meeting a new vampire of higher Blood<br />

Potency for the fi rst time. <strong>The</strong>se guidelines<br />

are vague because the relative strength<br />

of Man and Beast can fl uctuate for many<br />

reasons. One time, a character might shrug<br />

off an extreme provocation. Another time,<br />

the Kindred might feel a weight of accumulated<br />

frustration or anxiety and lose control<br />

over a small matter. We offer examples of<br />

circumstances that can trigger frenzies, and<br />

how hard they might be to resist, but the<br />

Storyteller has fi nal say.<br />

In rules terms, frenzy has the following<br />

effects on a character:<br />

• A frenzying vampire ignores wound<br />

penalties to test pools, until wounds become<br />

severe enough to render the character torpid<br />

or destroyed outright.<br />

• All attempts to infl uence the frenzying<br />

character’s mind, by Dominate, Majesty or<br />

other means, take place at a -2 penalty, while<br />

draws for the character to resist or throw off<br />

mental infl uence receive a +2 bonus.<br />

• Of course, a frenzying character cannot<br />

perform any action that requires much<br />

thought.<br />

• <strong>The</strong> character receives a +1 bonus for<br />

any Physical Attribute draw. <strong>The</strong> Beast goes<br />

all-out, all the time, and its blinding rage<br />

shuts out all distractions and doubts.<br />

RESISTING FRENZY<br />

Resisting frenzy is an extended action.<br />

Whatever the cause of frenzy, Kindred may<br />

try to resist the Beast and maintain control.<br />

When a character is on the verge of frenzy,<br />

the player draws Resolve + Composure. If<br />

any successes are achieved, the character<br />

resists the frenzy for one turn per success.<br />

At the end of those turns, the player draws<br />

again in hopes of winning a few turns more<br />

of self-control for the character. If the player<br />

can accumulate a certain number of successes,<br />

the Beast subsides and the character<br />

completely avoids the frenzy. If any of the<br />

draws fail, however, the character goes ber-

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