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

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hunger frenzies chapter • fear frenzies one: society • riding of the the damned wave<br />

257<br />

ROLEPLAYING FRENZY<br />

It’s important to remember that a frenzied character ignores all morals or loyalties in her blind<br />

compulsion to destroy her enemy, slake her thirst or escape sunlight or fi re. She attacks friends,<br />

family members, lovers and even — most to the point — other players’ characters if they get in<br />

her way. For instance, a vampire raging in anger frenzy prefers to attack the person who rouses<br />

her ire, but she just as readily tries to kill any friends if the enemy is not available as a target for<br />

some reason. <strong>The</strong> character probably feels utter horror when she emerges from her frenzy to fi nd<br />

that she slaughtered her own mother, but the Beast does not know or care about such things.<br />

Atrocities committed during frenzy often lead to degeneration draws (p. 260) as a character tries<br />

to deal with remorse. Repeated frenzies can certainly grind down a vampire’s Humanity.<br />

Some players might not want to roleplay frenzy, but the Beast is part of being a vampire.<br />

Storytellers should encourage players to portray the frenzy in its full, brutal horror. If a player<br />

cannot do this, the Storyteller is fully within her rights to have him transfer control of his<br />

character to the Storytelling staff, who dictates his actions until the frenzy ends.<br />

If a player wants, he can spend a Willpower point for a character in the throes of frenzy.<br />

Doing so permits the player to control one of the character’s actions for one turn. In this<br />

way, a frenzying vampire might manage to give her soon-to-be victim a chance to run away, or<br />

a person who gave offense a chance to make a hasty apology. This moment of control does<br />

not actually avert the frenzy, but the changing circumstances might redirect the focus of the<br />

character’s rage. For instance, the frenzying character might throw the furniture around instead<br />

of ripping apart the mortal whose injudicious word uncorked several nights of building<br />

frustration. In addition, if a player ever has a character perform an action that the Storyteller<br />

thinks just isn’t possible or appropriate for a frenzying character, the Storyteller can rule that<br />

the character expended a Willpower point to take that action.<br />

<strong>The</strong> Storyteller decides how long a frenzy lasts. One scene is usually long enough, but keep<br />

in mind that a scene is a very fl exible unit of time. A character trapped alone, or running<br />

wildly through empty streets, might not calm down for hours. A character who meant to take<br />

“just a sip” from her boyfriend and drank him dry instead might recover just in time to hear<br />

his death-rattle… and have a chance to Embrace him instead of letting him die a true death.<br />

Reducing a Kindred to torpor always ends frenzy.<br />

A FINAL WORD ON FRENZY<br />

Players must remember that all of the Only Rules That Matter still apply while a<br />

character is in frenzy, perhaps more so than many other times. Just because a character<br />

has lost control is no excuse for the player to forget the basic rules of safety and<br />

conduct. While players in private venues or among close friends might be allowed to<br />

get away with a bit more in terms of frenzy behavior, players are never allowed to<br />

destroy scenery or props, touch other players or actually run around the play area in<br />

an unsafe fashion. Any potentially dangerous or suspect actions should be handled<br />

with tests, pantomimed or just simply narrated. Also, even if other players don’t mind<br />

having the frenzied character scream in their face or make threatening gestures, bear<br />

in mind that bystanders might not be aware that a game is going on. This warning<br />

is not meant to limit roleplaying, but to avoid potential hurt feelings within troupes<br />

or trouble with outsiders due to frenzy actions.<br />

RIDING THE WAVE<br />

Under some circumstances, characters might want to frenzy on purpose. For all the horror<br />

of what a character might do in frenzy, succumbing to the Beast carries power. <strong>The</strong> great<br />

diffi culty lies in controlling one’s actions so that the Beast achieves something useful. Young

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