Frenzy in Shadowfall | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Frenzy

Garou are creatures of seething Rage and anger. Their emotions run more deeply than that of any Mortal and they feel joy or grief more keenly. However, unlike Mortals who in the midst of a Frenzy throw caution to the wind and charge their opponents head on, Garou are more refined. As creatures of Rage they are able to channel and direct it to a greater extent than any other creature. Unfortunately this also means when all control is fully lost the result is a bloodbath of both innocent and guilty alike.   In this section the Frenzy test becomes most relevant. A test for Frenzy is, in the case of the Garou, always made against their Frenzy Difficulty (check Primal Urge) with possible additional modifiers applied. It is always made using the Garou's unmarked Willpower rating as his dice pool. 
Also note that while in Frenzy the Garou cannot spend any of his Rage points to perform any Rage based actions.  

Battle Frenzy

Battle Frenzy is a focused from of Rage that the Garou enter in the midst of combat. They let go of some of their control but can quickly tighten their reigns if needed. A Garou enters battle Frenzy by sacrificing 1 Action and 1 Rage point. The following effects apply:
  • The Garou immediately changes into his Crinos form if not in it already (note you do not gain Soak Tokens if this is the case). 
  • In this state the player will be able to perform 1 Action per Turn while the other Actions are performed at the direction of the Storyteller in accordance with the Target Priority Table. If the Garou was already in Crinos form when he entered battle Frenzy than the remaining Actions for that Turn are dictated by the storyteller.
  • The Garou may still perform his Reactions as normal.
  • The character remains sane enough to still wield Garou based weapons, such as Klaives, and gains a 2 Point Bonus for any Brawl or Melee tests but cannot use any of his Gifts (aside from Upgrades which are constantly active).
  • Any Mental manipulation aimed at the Garou, with the exception of those powers which specifically manipulate Frenzy, will suffer a 1 Point Penalty.
  • The character may attempt to leave this Frenzy at the start of any of his Turns or prevent an Action during the Frenzy if he passes his Frenzy Difficulty.
  • While in Battle Frenzy the Garou will lose 1 Rage Point automatically at the start of each of his Turns (no dice roll needed). If reduced to 0 Rage the character changes into his Breed form and exits Battle Frenzy.
  • When the Garou exits Battle Frenzy he gains the Tired Condition.

Berserker Frenzy

occursEvery time

Wyrm Frenzy

Wyrm Frenzy occurs when a Garou enters a deep state of Rage or when he is exposed to supernatural corruption. Certain powers which manipulate Frenzy can also create the perfect conditions for a Wyrm Frenzy. Unlike the others Wyrm Frenzy cannot be held back and occurs immediately. The following effects apply:
  • The Garou immediately changes into his Crinos form if not in it already (note you do not gain Soak Tokens if this is the case).
  • In this state all of the characters Actions and Reactions are performed at the direction of the Storyteller in accordance with his Breed form and the Target Priority Table which is, in this circumstances, reversed.
  • The character no longer remains sane enough to still wield Garou based weapons and gains a 3 Point Bonus for any Brawl tests but cannot use any of his Gifts (aside from Upgrades which are constantly active).
  • The character may attempt to leave this Frenzy at the start of any of his Turns or prevent an Action during the Frenzy if he passes his Frenzy Difficulty.
  • While in Wyrm Frenzy the Garou will lose 1 Rage Point automatically at the start of each of his Turns (no dice roll needed). If reduced to 0 Rage or if Incapacitated the character changes into his Breed form and exits Wyrm Frenzy.
  • The Garou is immune to Stuns and any Mental manipulation aimed at the Garou, with the exception of those powers which specifically manipulate Frenzy, will suffer a 2 Point Penalty.
  • When the Garou exists Wyrm Frenzy he gains the Fatigued Condition, suffers at least 1 Stain to his Humanity and 1 point of Corruption.
Wyrm Frenzy behavior:
  • Lupus Garou will attack the weakest most vulnerable looking targets and deliberately try to not only kill them, but horribly mutilate their bodies.
  • Homid Garou will attack their family, packmates and friends (in that order) and attempt to devour the flesh of fallen comrades and foes, engaging in cannibalism unless directly challenged by a new target.
  • Metis Garou will move towards the nearest dead or incapacitated figure they can find or failing that they will attack the nearest individual. If they manage to reach a fallen or incapacitated individual they will than proceed to rape fallen friends and foes, engaging in necrophilia unless directly challenged by a new target.
Regardless of each breeds predisposition reverse the Target Priority table for rule purposes.  

Fox Frenzy

Fox Frenzy occurs when the Garou is exposed to so much fear that he breaks and runs. Due to their strong mental fortitude this can generally only occur due to Supernatural Manipulation. The following effects apply:
  • The Garou immediately changes into his Crinos or Hispo form, if not in it already (whichever is closer to his current form also note you do not gain Soak Tokens if this is the case).
  • In this state the character will be able to perform 1 Action per Turn while the other Actions are performed at the direction of the Storyteller with the idea of escaping the current situation. If the Garou was already in Crinos or Hispo form when he entered Fox Frenzy than the remaining Actions for that Turn are dictated by the storyteller.
  • The Garou may still perform his Reactions as normal.
  • The character remains sane enough to still wield Garou based weapons such as a Klaive and gains a 2 Point Bonus to any Dexterity or Stamina related rolls.
  • Any Mental manipulation aimed at the Garou, with the exception of those powers which specifically manipulate Frenzy, will suffer a 1 Point Penalty.
  • The character may attempt to leave this Frenzy at the start of any of his Turns or prevent an Action during the Frenzy if he passes his Frenzy Difficulty. Otherwise if the Garou manages to put enough distance between himself and the source of his fears than he will exit Fox Frenzy as well.
  • While in Fox Frenzy the Garou will lose 1 Rage Point automatically at the start of each of his Turns (no dice roll needed). If reduced to 0 Rage the character changes into his Breed form and exits Fox Frenzy.
  • When the Garou exits Fox Frenzy he gains the Tired Condition.

Target Priority Table


Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!